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:
[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 USA keyboards, and to the right of @ on British 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
[A!][MP] Blocks are not always what they seem to be. For example, a Dirt block can look like a Stone block. It seems that the cause is that the client got one chunk with wrong data since it can be fixed by rejoining the server. The bug is very rare and very old (at least a half year). For video evidence of this, or a bug related to this, see this video at time index 23:10. This video is from Beta 1.2_01 and doesn't depict the exact manifestation of how this bug appears now. The video linked shows a diamond block appearing as stone. Once broken, it is reformed as a diamond block, which could then be broken into a diamond item. This is slightly different than how it manifests now, which is, that the diamond block would appear as stone, only to break into a diamond item without the intermediate diamond block being reformed.
Note to Jeb, you were unable to recreate the bug in pre4, new information was added for pre5, detailing how this was largely SMP, new chunk related. I think after marking this as "unable to recreate," it got ignored even though there were new details. I just wanted to draw your attention to that. --Inertia 18:49, 10 November 2011 (UTC)
Now observed in RC2: Some blocks may appear to be one thing client-side, but then when updated change to another block entirely. Using the seed "-5882048973877337000" and heading to coordinates "X/Z -569,-546" then digging straight down will land you in a stronghold area with some dirt as part of the lower floor (and walking over it makes the dirt noise). However placing a torch on one of the "dirt" blocks will transform it into either stone brick, cracked stone brick, or mossy stone brick (whichever it's actually supposed to be), complete with stone noises when you walk over it. Example.
[A] Items/Blocks are shown over GUI Text. Example.. (Ignore the other items, Hardcore Survival Mode is the answer.)
[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.
Well, I believe that it was a balance issue for attacking mobs, but the minecarts/boats should definitely fall into the bug category.
[X] Items/Blocks Tool Tips Are Black Example
Also, tools damage bars are completely black. Which is shown in the example.
[X] When right clicking on a block, even if the item that is currently held cannot do anything to the block, it is animated in the player's hand.
Annoyances
[?] Villagers do not have any SFX.
No, that's not a bug, they are unfinished.
Is this *really* a "major" annoyance??
This is not a bug, villagers are not finished yet, i marked it as "N" --Aconitin
Either way, i marked it as '?' as we clearly aren't sure :) --LordAro
[N][MP] Spiders can draw line of sight through glass in smp.
This isn't a bug. Spiders have the unique ability to draw line of sight through all blocks. --OSX2000 05:04, 14 November 2011 (UTC)
I don't think that this is likely, since OP believes that this bug is restricted to MP. Do you have evidence for what you've claimed? —Immute [talk]
Actually it's true. It also happens in SP too. Have you ever noticed how if you go into a building, a spider will follow you on to the roof of it (if it can climb it), then in daytime (as long as you haven't gone out of its range) it'll jump off the roof of the building and attack you as you exit (because it still has line of sight, it doesn't become neutral, even though it's daytime). –ultradude25(T|C) at 07:21, 14 November 2011 (UTC)
Spiders can see through walls in SP and MP, this is no bug. Also, i was unable to confirm spiders attacking you even when its day...--Aconitin
[N] If a texture pack uses a tile size other than 16*16, it will cause graphical issues and custom animations will not be shown.
AFAIK there will be no high-res support officially
This isnt asking for high-res support, its saying that non 16*16 textures should either not be allowed to load, or be supported
High-res texture packs were never officially supported. You would have to use a third-party patcher to get them to work.
sigh.... of course theyre not supported, the point is that they can still be loaded which can cause graphical issues. either support should be added, or they should be blocked from loading.
Why should extra code be added to block higher res texture packs? Who cares if they don't work properly, they're not supported. –ultradude25(T|C) at 03:38, 14 November 2011 (UTC)
Bluntly, because people are stupid. (Example: Yes, there are three distinct warnings, one in massive text, on the forum page reminding the user to delete their META-INF, but many users still forget.) If it takes only 5 mins, adding a "hi res texture packs are not supported in vanilla minecraft" message is worth it, to nip user confusion in the bud. If it takes 45 mins, ...well, maybe not. —Immute [talk]
It states on every high-res texture pack that they are not supported and that a patcher is required. If the player doesn't read the fine print before they download and play with in the first place, then they kinda get what's coming. Besides, all they have to do is access the texture pack folder and delete the texture pack in question to fix it. Which if they are using high-res texture packs, they should know how to. Or at least how to google.
Proof that Mojang doesn't know how to talk to modders, aka not adding HD support. ._. Calinou - talk×contribs» 11:53, 14 November 2011 (UTC)
Woah... its getting kinda crowded in here. Not much word space on this side of the page.
--> This topic does not fit here, put it in a request section or something, high resolution textures were never supported by Mojang. I marked the topic as "N". --Aconitin
[A] Drinking a bottle of water should give at least one heart of health. In real life you die much sooner if you're not drinking, then not eating. Also player should fill the bottles only from cauldron, making cauldrons useful, and prevent infinite healing from any water source.
edit irrefutable argument*, However it still is infinite healing, just more tedious if you use cauldrons for that, since water can be infinite created when you make a "water well".
maybe just randomly poison the player if uses the water from the ground instead of the cauldron? (and with more chance to poison on swamp biomes) --Wolfolo 13:25, 14 November 2011 (UTC)
This is not not a bug and should not be in the BUG list someone should delete it, if you want something added you should instead try the http://getsatisfaction.com/mojang --Doctursea
[A] When placing a torch near ice there there is a "fight" between the torch melting the ice and ice regrowing. Ice blocks appear and disappear every second.
[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.
World updates shouldn't be a priority before release. TorchicBlaziken 02:57, 14 November 2011 (UTC)
[A] In bed, turning the camera will also turn all shown particles/effects.
Redstone and Pistons
Bugs
[!]Piston Quasiconnectivity Bug, Revisited A piston can be powered by a block that is not directly adjacent to it, but diagonally above or 2 blocks above, but changes to these blocks will not propagate updates to the piston. Nevertheless, when the piston is caused to update by other means, it will take into account the state of these nonadjacent blocks. See this image for a better description along with a visual explanation.
(Please do not delete this bug or this comment. It's fine if you disagree, but deleting is immature and petty.) Jeb marked this bug as skipped a while back, but since time has passed and new evidence has come up, I would like to ask him to reconsider. I've stated my reasoning here; please leave any comments you may have there so as not to clutter up this page. Jeb, please read before deciding. ;)
I really hope he reads your statement, it sums up the facts very well!
[!] 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'.
The Piston Quasiconnectivity Bug was not intentional; rather, it was intentionally skipped for reasons other than difficulty of fix. Both of these bugs result in behavior that neither simple (easy to explain completely in 15 words, without a picture) nor orthogonal. Moreover, the functionality provided by each bug (e.g., BUD switches, in the case of the piston bug) is easily reproduced without using the bug. (You can make compact piston BUD switches without using the Piston Quasiconnectivity Bug! Yes, really! So there's no reason we need to keep this bug around!) —Immute [talk]
I know what orthogonality means thanks. I also understand why the bug exists. However your solution for an alternative BUD design just depends on a different bug (the one bellow). --Incanus uk
Ok. Good to know. But what's the other bug? —Immute [talk]
[!] Trapdoors do not close if powered by a repeater. Same with a repeater powering the block a trap door is connected. If you power the repeater the trap door will open. If you unpower the repeater the door stays open.
[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!)
Absolutely not. This property is crucial for building legitimate BUD devices, and all sorts of existing creations depend on it. Do not remove this feature! (Instead, remove the Piston Quasiconnectivity Bug, which messes many more things up, and is a terrible abstraction.) —Immute [talk]
[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.
Are you sure this is a legitimate bug? The Repeater takes up some space in the front, but the arrow behind it allows walking, I'm probably misinformed please correct me if I am.
[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
[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
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
Another way to reproduce the same bug. (the torch is on the ground, not attached to the block with the redstone.) --User42
[X] Standing next to an elevated pressure plate (such as those used to generate tables in the villages) will activate it.
No, what happens when you bump into a table in real life? This behavior is useful for detecting players in minecarts during a vertical descent.
[X] If redstone is travelling downwards on a block, and a piston is placed in a position that would intercept the connection, the redstone travels through the piston.
[X] Redstone materials can no longer be placed on top of glow stone; there was a comment in regards to block type changed, however, until officially confirmed by Mojang, this is an unintended side effect and is a bug. Chiisana 17:14, 14 November 2011 (UTC)
Annoyances
[A!] Glowstone is like glass now. Power won't go through glowstone, making almost all light switch systems using a swap of blocks obsolete.
[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
this has been happening for quite a while already (don't remember when i first saw it; 1.8? i've only played since 1.7 and didn't build anything that would have shown it), so it's not due to some recent change. Piranha 03:11, 14 November 2011 (UTC)
[A] When a sticky piston is moved by another piston, the block that should be stuck to it does not move.
This is not a bug, it's a new feature. --Mrheat 08:19, 14 November 2011 (UTC)
[A] Wool is not regrowing on sheep.
[N] Torch light on a wall but not in hand.
I dont think this was ever added. And I don't seem to understand your grammar. J6unlimited 14:15, 14 November 2011 (UTC)
This is neither a bug nor an annoyance, i marked it as N. --Aconitin
Achievements
[X] The "Sniper Duel" achievement does not register when completed.
Credits
Bugs
[N] The name "Patrick Geuder" has the wrong color, compared to the other names.
I'm marking this as not a bug because you are not playing the correct version of the game. I redownloaded RC2 from assets.minecraft.net and verified again that the color was white, not gray. /jeb
Annoyances
[N] 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.
We wanted people to have the chance to revisit the credits without replaying the game. /jeb
Perhaps once the credits have already been viewed once, a "Press Esc to skip" prompt should come up, so people aren't left thinking they have to watch the credits every time they want to leave the end. –ultradude25(T|C) at 08:17, 14 November 2011 (UTC)
Jeb, perhaps only showing the credits the first time, and adding a "view credits" option after they've been viewed the first time?
Simply press Esc. I don't think people are so stupid. They will find out. --Mrheat
Actually, you'd be surprised...
Maybe tell "Press Escape to skip" in a corner of the screen. Calinou - talk×contribs» 12:07, 14 November 2011 (UTC)
Blocks
Bugs
[!] 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.
[!] Stronghold bricks (stone brick, cracked stone brick, mossy stone brick, etc) take much less time to break than the blocks hiding silverfish.
[!] Soulsand no longer holds minecarts in place. Before you say "that behavior made no sense," remember that soulsand is 15/16 m high (try walking onto it from a normal block). Half slab holes most certainly do hold minecarts in place, so soulsand should too. Many engineers have made useful mechanisms that rely on this behavior, so it should not be removed. (Jeb made this argument for keeping the Piston Quasiconnectivity Bug, so it must apply here as well; if not, the argument was invalid when it applied to the piston bug too.) —Immute [talk]
[!] Mob Spawners can't be mined by pickaxes with silk touch.
That was a bug. It was intentionally fixed by Jeb a few prereleases ago because infinite pigs was OP. TorchicBlaziken 02:58, 14 November 2011 (UTC)
[X] Ice can't be mined by pickaxes with silk touch. This may have been done to prevent placing ice in the Nether, but it'd be nice if we could place ice in non-Tundra biomes.
[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 removed. This was in 1.8 but still happens in RC 2[1]
[X] Beds, levers, fire, signs, wooden/iron doors cannot be placed on snow.
[X] Enchantment Tables cannot be blown up with TNT.
I don't see how this is a bug. They're made out of 4 blocks of obsidian. I'd expect them to be almost invincible. –ultradude25(T|C) at 04:48, 14 November 2011 (UTC)
Agreed. Anyway, going from one extreme to the other is Notch Trolling 101.--Inertia 05:43, 14 November 2011 (UTC)
I only put this as a bug because the fact enchantment tables can be so easily mined, despite the "4 obsidian blocks" as you so aptly put. Unless it's protected by magic...
[X] A melon can be placed onto the side of a block when there is noting beneath it. Pumpkins can only be placed where there is a block underneath.
[X] Dead bushes cannot be collected with shears.
[X] When in a stronghold. When a torch is placed on a Smoothstone block, the block with change to any 3 of the stone Brick (normal/mossy/cracked) Happens around 80% of the time
Did you observe this on SMP in a newly generated chunk?--Inertia 16:53, 14 November 2011 (UTC)
Annoyances
[A!] Sandstone stairs not implemented. There's no good reason why they should be left out. Also, smoothstone stairs, which should use the regular stone texture rather than the stone half slab texture. —Immute [talk]
[A!] Glowstone cannot have items attached to it, such as redstone, buttons, levers, rails, pressure plates, etc. I realize Jeb recently said, "this is the new property of glowstone", but it makes no sense, and adds nothing to the game. When this happened before, in 1.6, Notch confirmed it was a bug; he made a pickaxe necessary to mine it, and reinstated its abilities to have objects attached to it in 1.6.6. Glowstone should not be like glass…it is a stone. Jeb, please reconsider. --OSX2000 06:08, 14 November 2011 (UTC)
[A] Stone slabs should use the regular stone texture, not their special "whitish" texture, for consistency with all of the other slabs.
No. Why change it? It's using this texture for all the time now. --Mrheat 08:33, 14 November 2011 (UTC)
If you want it the same as the regular texture then modify the terrain.png
[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] The sides of mycelium blocks use the old dirt texture.
[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.
[X] When thrown in a dark area, Eyes of Ender appear to light up, yet they are dark when dropped.
Not a bug. This is similar to "hand held torches". Not possible at the moment. --Mrheat 08:37, 14 November 2011 (UTC)
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)
I think, that golden apples should be obtainable only by crafting, but instead being used in a "Potion of creativeness" - 2 minutes of flying, invincibility, mobs ignores you, and blocks breaking in single punch (excluding bedrock)
[A] Buckets of lava should be called "Lava Buckets" instead of "Lava buckets" (the "b" is currently not capitalized).
[A] Milk cannot be stored in bottles.
[A] Cauldrons are useless because they can only hold water and in a finite amount, when bottles can be endlessly refilled from a water block.
Not a bug. Don't use cauldrons if you don't like them. --Mrheat 09:27, 14 November 2011 (UTC)
[A] Fences will not connect to the back of stair blocks. Zapk
Same with torches not connecting to stairs. This was never possible. It's a new feature since it will require new code (one of the four sides of a stair block needs to behave different). --Mrheat 09:26, 14 November 2011 (UTC)
[A] Ever since the day tool tips were added, "Golden Boots" has always been written with a lowercase B. Nothing big, but this should really be fixed before the full release.
[A] Wool should regrow, really miss it. So that we don't have to kille sheep.
[N] Torch can light on wall but not in hand. Ohh what a disapointment.
This was never implemented...Why dont you ask Notch or Jeb to put it into the game?
Graphical/Display
Bugs
[!] All Mobs (and minecarts and large chests) are flickering black on certain graphics cards, e.g. Intel or Radeon X1650 (screenshot, more details on the discussion page).
[!]Swamp Boundary Grass Gradient Bug Gradients in grass color are correct for all biome boundaries except for those involving swamp biomes. You can tell that this is a bug, rather than an unimplemented feature, because swamp grass does have a gradient at the boundaries, but the gradient goes to the wrong color (fades from putrid swamp green to a grayish-purple), as can be seen in the screenshot below:
[!] More z-fighting!
Z-Fighting on glass panes and iron bars (screenshot).
Some texture overlays on entities, such as glowing eyes or hurt colors, are Z-fighting with the underlying texture: [3] --Barracuda
Z-fighting on the point where the chest lid connects with the bottom of the chest.
[!] Although minecarts no longer z-fight with blocks they are touching, they still look wrong: One side of the minecart is always on top of the block, and the other always behind. This looks quite silly. (Jeb, it looks as though you just shifted the position of the minecart rather than narrowing it...) Instead, both sides should be behind the block. —Immute [talk]
[X] The side texture for swamp coloured grass isn't swamp coloured [4]
[X] The glint overlay on enchanted items and golden apples shows through when the item is held over the bottom of the enchantment book in the enchantment GUI. [5]
[X] Trapdoor textures are not aligned properly for custom texturepack support [6][7][8]
Annoyances
[A] The particle effect from torches passes through any solid block directly above the torch. Most noticeable in buildings on the floor above a room with torches near the ceiling. (Not new to RC2) [9]
Same with fire (e.g. from netherrack). Don't fix. This is used as a feature in certain contraptions. For example, you can create a sauna with steam emitted from the floor. --Mrheat 09:32, 14 November 2011 (UTC)
Certain contraptions? this isn't a contraption defence, as nothing mechanial/restoney can be made from this. it's an aesthetic request. and personally, I agree with OP. needs fixing. it's really frustrating. --Kizzycocoa 10:39, 14 November 2011 (UTC)
[!][A!]On many Mac OSX systems there is harsh visual lag, and you can see through blocks partially (not due to textures) as well as at night the lighting inside is blue as well as odd strips going through blocks -this is probably caused by the power pc processors that apple used in old models (the extreme lag is happening to me on an 2.8Ghz Intel Core2Duo in a mid-2008 iMac. the FPS goes below 1 if I turn quickly and is unplayable for 2–5 seconds. i don't think this bug is in the correct category btw 90.217.44.84), just as there were graphical bugs in ppc macs in every versions before Beta 1.2, not only that but there are bugs letting you see through blocks when it is dark even in smp - giving the player a unfair advantage over other players when mining, and searching for caves. as well as be a major annoyance. as well as it is like having mods to see in all light levels as level 15. again unfair and annoying advantage.
this does not only happen on powerPCs and older machines; i occasionally experience it on my 4core intel. the fps problem more often than the visual glitches, and it gets resolved by me closing some (other) greedy apps. ssp, smp, creative.
[!] If there is a block directly behind glass or iron bars, it appears dark even though light should pass through the glass. [10][11][12]
This is likely what caused the bug where glowstone was dark behind glass. Please change glowstone back to having the properties of stone, not glass.
Agreed, glass was causing the dark-glowstone bug. It's the glass that should not be casting shadows. Jeb seems to have fixed the dark-glowstone by changing the wrong block.
Glowstone may have been made transparent because it fixes another bug, where smooth lighting is applied to it even though it shouldn't (since it casts its own light, smooth lighting doesn't make sense here), however glass should be transparent anyway. –ultradude25(T|C) at 07:27, 14 November 2011 (UTC)
[!] 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 enchantment tables may appear to go dark. The lighting changes as the player looks at different areas. (Untested for other items and blocks)[13][14]
[!] Light leaks through the corners of stairs when the open part is blocked [15]
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. [16]
[!] Light leaks through the corners of pistons [17]
[!] Light does not pass through the gaps in slabs, and causes buggy lighting. [18]
[!] Water and minecart rails do not use smooth lighting.
[X] You can see chunk borders in ice in Fast graphics. Example
[N] Brown mushrooms produce a very small amount of light.
I don't think this is a bug, considering that it has been this way for quite some time. (Maybe it makes caves more mysterious?)
I don't think it's a bug at all. I hate to be the person to use an IRL example in Minecraft, but they do exist. Anyway, it is a really nice nuance to the game if you find yourself trapped in a deep dark cave with very little in the way of resources.--Inertia 06:42, 14 November 2011 (UTC)
Brown Mushrooms emit a light level of 1, red ones dont. This is not a bug, i marked it as "N" --Aconitin
[!] Some torches generated in abandoned mine shafts or NPC villages don't light anything up, until the lighting or torch block is updated (e.g. by placing another torch, or a block next to the generated torch).
Bug where generated torches don't light anything up
[A] Glass panes appear much brighter than glass blocks.
Mobs
Bugs
[!] Arrows no longer appear to be sticking in mobs.
I believe this was removed due to scaling issues with large mobs such as ghasts making the arrows look weird. NobbyChicken
[!] When the end credits are completed, there will be Creepers and an Enderman in daylight, and they don't attack
This could actually be a feature. Spawn a cake too, the player can enjoy a minecraft-day of peace for his/her heroism. 67.189.56.18 08:48, 14 November 2011 (UTC)
[!] Chicks spawning from eggs thrown against a one block wide wall may spawn on the other side Proof. If the wall is thicker than one block, the chicks will be stuck in the first block Proof. Viciarg
[!] Wolves are not working well: entering a world with sitting wolves, they will always remain sit and if the player hits the wolf, it will start hit the player being seated.Sorry for my bad English--Ua 15:37, 14 November 2011 (UTC)
Annoyances
[A] Non-naturally dyed sheep (lapis lazuli, etc.) can give birth to same-color sheep, imbalancing dye collection. Perhaps make only natural colors breed colored sheep (brown, white, black, etc.)
I kinda' like this feature, though I do see how it causes balance problems. —Immute [talk]
[A] Endermen do not drop the blocks they hold when they die or despawn.
[A][MP] Animals in 1 block thick pens glitch through fences, walls, roof appearing to be outside.
This is a very annoying bug if i might say. Maybe a solution would be to make mobs not try to climb fences? Make them think its a 2 high block. - KrisEike
Crashing
[!!] 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.
[!!] Pressing the "Pick Block" button on an Ender Crystal results in the Saving Chunks screen, followed by a black screen.
[!!] pressing the "Pick Block" button on Tall Grass with a Bow results in the Saving Chunks screen, followed by a black screen.
[A] Crash when clicking "Video settings...". Can be fixed by deleting options.txt. This only happens when updating from an older Beta 1.9. It does not happen when updating from the latest official Beta 1.8.1, so it's just a low priority annoyance.
[X] LWJGL related crash when clicking the new Quit button in windowed mode. Does not occur when in full screen.
Currently only verified with 64-bit Linux with Intel/Mesa graphics. Other users please check if this bug occurs for you too.
After the crash, the game screen will just go black.
See pastebin.com/Yazm1n4s for the error log.
Worked fine for me on Win7 64-Bit, Java7 64-Bit, NVIDIA GeForce GTX 560, both with and without Vista Glass, and in windowed or fullscreen mode.
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.
[A!] The enderdragon pushes the player around even if the spawn point is underground. This might be intended but is very confusing since the player does not see the dragon and does not know what happens.
[A][?] The enderdragon destroys player placed blocks (e.g. glowstone). This is intended but confusing if the glowstone block is underground (e.g. in the little room underground where the player spawned) and everything is covered by end stone.
World Generator
Bugs
[!] Snow biomes do not generate properly.
Snow biomes are missing some chunks.
Can't confirm. Seed -906731100029805462 starts in a snow biome and looks fine here (Win 7 64bit). --Viciarg 17:07, 14 November 2011 (UTC)
[!] 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]
[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] 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
Annoyances
[A!] Biomes are very monotonous while at the same time the edges between biomes are very harsh. For example, there is not a single tree for kilometers and then, like a wall, all is full of big trees. All grass in one biome is the same color, but on edges the color changes very fast within a few blocks.
[A!] Almost no trees are generated on big mountains. They look like piles of dirt, not like natural mountains.
[A] Since the world generator changed, only very small patches of sand can be found on beaches. This is odd compared to the big beaches in the old world generator.
Sponges were purposely removed by the game devs, and have have no plan to be re-introduced. This does not belong here as it fits more of a feature request, not a bug.
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
Bugs
[?] The "Fortune" enchantment does not increase the mining yield of iron ore or gold ore. This appears to be because "Fortune" only works when mining blocks that drop items rather than blocks. This makes sense algorithmically but not logically--the "more valuable" diamond ore is affected by this enchantment, but the "less valuable" iron ore is not. I'm not sure whether this is a bug or a mere idiosyncrasy, but "Fortune" would be more worth the significant effort required to obtain it if it worked on iron ore, much less gold ore.
Well, iron or gold can be placed and mined again, so dropping more is a bad thing :S. That is, unless placed ore can be differentiated from generated ore.
You are exchanging levels for the enchantment for ore. I think it's a fair trade. It maybe wouldn't be so fair if you could duplicate diamond blocks, tough.
A more minecrafty solution might be to change what iron and gold ore blocks drop to an unplaceable ore item unless the pick is enchanted with silk touch...
Actually, if they really wanted to, they could probably just make Fortune cause Iron and Gold ore to drop nuggets/ingots in addition to the usual ore block. However, IIRC, they stated before that the current behaviour is intended, so I wouldn't hold my breath. 84.156.25.193
Annoyances
[A] If you mine a double-slab block with a silk touch enchantment you will only get one slab back.
Sound
Bugs
[!] Note blocks are far to quiet, especially at a distance. (Even a relatively short distance.) This makes alarms/notifications virtually useless, hence the [!] status.
[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.
[X] Ambient cave sounds never play.
Can't confirm this. They do occassionally play for me in singleplayer. 84.156.27.131
The fire damage soundeffect is one of the fall soundeffects (newsound/damage/fall*.ogg), where newsound/random/hurt.ogg would be more appropriate. Tested on SSP only.
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.)
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.
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)
[X] Detector Rails output dosen't get longer when it is activated and a second Minecart drives over it.
Creative Mode
Bugs
[X] Wheat and dyes used on animals are lost from the inventory.
[X] Even though bows can be fired without arrows, firing bows still removes arrows from the inventory when arrows are present.
Isn't this rather an annoyance? Your "real" inventory, where these arrows (i suppose) would be taken from, can only be accessed when using chests, stoves and dispensers, and afaik, this is considered a bug and you're not supposed to have any access to this "real" inventory at all, so it would make no difference as soon as this was fixed. --GALAKTOS, not logged in as 212.184.12.130
[X] Tools are damaged when used to attack mobs.
[X] Empty spaces in your inventory are filled with the default items when entering/exiting the nether
Blocks drop items when destroyed in creative, when they're not supposed to;
[X] When you destroy the block underneath redstone dust in creative mode, the redstone dust will drop as an item.
Same with flowers, rails, saplings, signs, torches and so on
Also happens when water knocks the items off
[X] Destroying the top of a door (any type) drops a door item.
[X] Minecarts and boats will drop a minecart when destroyed in creative mode.
[X] Monsters drop loot.
[X] TNT drops a TNT item when destroyed
[X] If the player hits an extended piston arm, the piston will drop.
Annoyances
[A] When flying, horizontal movement through water and lava is very slow.
[A] When flying, movement is very slow when the bow is charged (instead of being faster like normal flying)
[A] The map in the creative inventory is always the same (the center of the map is always the spawn point).
Creative mode inventory missing items:
[A]18:3 Spruce Trees' Coloured Leaves
Same thing as the 44:6 slab, here's a screenshot of that block.
[A]31:0 Dead Bush placeable on dirt and grass
[A]44:6 Alternate Stone Slab (ID 44:6)
I have posted a screenshot of the alternate stone slab (44:6) and double slab (43:6) on the left, and the normal ones on the right. As the alternate double slab provides an alternate appearance, it would be useful to have for aesthetic purposes. -Gravemind2401
[A]52:* (Working) Mobs Spawners
[A]60:0 Farmland
[A!]78:0 Snow layer
[A]90:0 Portal
[A]97:0 Silverfish Stone
[A]97:1 Silverfish Cobblestone
[A]97:2 Silverfish Stone Brick
[A]99:* Huge Red Mushroom
[A]100:* Huge Brown Mushroom
[A]119:0 End Portal
[A]120:0 End Portal Frame
[A]122:0 Dragon Egg
[A] Armor cannot be equipped in Creative Mode. Thus, the presence of armor in Creative Mode is pointless. This could be solved either by removing the armor from the Item Selection or adding an equipment menu.
Actually This is still convenient for those who are using creative to create an adventure map, or use it to spawn items for other players. Inventory can still be accessed by using a WB or a chest or any other similar block. Though, an inventory menu would still be handy. Perhaps a button located somewhere at the top of the items page, so it works kinda like tabs? Valiantiam
Although the player's inventory can be accessed through a crafting bench, furnace, etc..., the GUI's given do not allow for armor placement.
[A!] Like all the other blocks, End Portal frames are destructible. However, they cannot be placed. This means that destroying even one End Portal Block before activating the Portal means that the player has to go in search of a new portal (with the Eye of Ender being no help) if they want to go to the End. Availability of End Portal frames in Creative Mode would also facilitate creating stuff in The End. It can be very useful, creativity-wise, because of the whole "outer space" effect the endless void gives off, which is buildable and with no naturally generated structures to have to dismantle first, after having finished building off the initial islands.
Multiplayer
Bugs
[!] When you log out with barely suffice headroom (i.e.: 2 high hallway/tunnel), you may find yourself logging into a different place (typically on top of your old location, but not always the case). Chiisana 03:12, 14 November 2011 (UTC)
[!] Many entities appear commonly as client side ghosts. For example TNT, falling sand and gravel, mobs and flying arrows. This is a client end issue, as re-logging will typically remove any ghost entities. Chiisana 03:13, 14 November 2011 (UTC)
For mobs, this bug appears most notably when more than 20 are killed at once using a splash potion, in an XP girder, for example.
I found that in creative mode, taking splash potions out of a brewing stand then using them then going back to the brewing stand the potions reaper in your inventory
Annoyances
[A] There is no flag in server.properties to allow/disallow travel to The End
[A] There is no flag in server.properties to enable/disable the generation of structures (Villages, Mineshafts, etc.) like in single player
[A] Getting a "The server responded with an invalid server key" message when connecting to any 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
This appears not only on local servers, and is intermittent. I am guessing the error is caused by a communication error between minecraft_server.jar and minecraft's central authentication server. Chiisana 03:05, 14 November 2011 (UTC)
Reproduced on my Linode hosted server with RC2. This is not limited to localhosts. Current solution is to try over and over again, possibly we should upgrade this to a major annoyance or bug.
I think it is more related to both client and server being behind the same external IP address. I have two subnets behind a single external IP, the server on one subnet and client on the other subnet but still get this error a lot. Possibly placebo effect, but it appears to happen less if I use the "Direct Connect" option with the server IP rather than a DNS name.
Happens on internet servers as well, on and off. Entry in logfile just says "/xxx.xxx.xxx.xxx:xxxxx lost connection". Might be related to problems with authentication server?
[A] Minecraft_server.jar needs to be multi-threading to offer better performance for multi-core servers. A server.properties configuration setting the amount of threads to create in a thread pool used by the server would be really nice, too; so minecraft_server doesn't eat up resources on all cores when server admin feels there's need for other things to co-exist. Chiisana 03:09, 14 November 2011 (UTC)
Discussion on this is still available here
[A] RCON bugs
Newlines from command output are not relayed (try help)
Often command output is not relayed at all (try save-all).
Code exists to split responses into 4KB chunks, but elsewhere the code assumes a maximum length of 1460 bytes.
Unknown commands are not indicated as such
[A] Query (GS4) bugs
In the basic stat, port should be encoded as a null-terminated string
In the full stat, "motd" is mislabeled "hostname"
The player list format breaks the GS4 protocol standard. The section beginning \x00\x01player_\x00\x00 should be replaced by (k, v) pairs, e.g. player_1\x00notch\x00\xplayer_2\x00jeb_\x00.
Water & Lava
Annoyances
[A!] Lava continues to flow after the source block is removed, making it a major pain to clean up after. [19][20]
I believe this is intentional. Notch talked about making lava floes more "persistent" a while back; don't remember where. Also, no extra source blocks are created; instead, the phenomenon you describe is that flowing lava is slow to disappear, but it does disappear eventually. —Immute [talk]
No, I waited ages before taking the second screenshot. It didn't and wouldn't disappear. Only the first 2 layers disappeared, then it stopped. It happens a lot when dealing with lava and is extremely annoying.
Define "ages". It can take a few in-game days for it to completely go away sometimes. –ultradude25(T|C) at 05:16, 14 November 2011 (UTC)
Is it longer than it used to be? I've always found the amount of time it takes to go away infuriating, actually. I was just commenting that having it take longer than water appears to be intentional, and that "source blocks" is incorrect. —Immute [talk]
I don't believe it's been changed at all. However if it's that much of a problem for you, then put dirt blocks all over it so they replace the lava. It seems to go away quicker when there is less lava near other lava. –ultradude25(T|C) at 05:42, 14 November 2011 (UTC)
I waited over a week ingame, still sitting there the same as in the second part of picture 1. Time is not the issue. And placing dirt blocks everywhere to stop it is exactly the reason why its a major annoyance - it should stop after removing the source block. If the lava flows down in a 1x1 column, the column will stop flowing as expected, but where the lava hits the ground, it keeps flowing after the source was removed. Even pieces as small as in the second picture
"Patience is a virtue" - From "Psychomania" by Prudentius circa 4th Century CE
Patience means nothing if no amount of waiting will fix it. The lava stays there indefinitely. Its not being slow, its simply not moving.
edit* Lava will not end if it is close to a source block and is able to "connect" to separated lava pools that have one exposed corner, This is a foolish method of continuity by Notch.
[A] Rain-hitting-ground particles are no longer emitted.