Java: bugs.mojang.com/browse/MC.
Bedrock: bugs.mojang.com/browse/MCPE.
For further info, see the issues notice page.
Do not delete this page, any issues currently being recorded are purely for archiving purposes.
| Issues | |
|---|---|
|
Full releases
Pre-releases
|
Weekly releases
|
Crashing/System
Bugs
[!!] When trying to put minecraft in fullscreen mode(pressing F11) it crashes and leaves this crash report.
| Crash Report |
|---|
[!!] Minecraft closes randomly while playing. There is no Minecraft Crash Report, because it closes fast and randomly. But I found some crashlogs in the launcher's directory. This is the last one:
| Crash Report |
|---|
# # A fatal error has been detected by the Java Runtime Environment: # # EXCEPTION_ACCESS_VIOLATION (0xc0000005) at pc=0x01dcac36, pid=2816, tid=3344 # # JRE version: 7.0_03-b05 # Java VM: Java HotSpot(TM) Client VM (22.1-b02 mixed mode windows-x86 ) # Problematic frame: # J yi.a(Luo;Ljava/util/Random;III)Z # # Failed to write core dump. Minidumps are not enabled by default on client versions of Windows # # If you would like to submit a bug report, please visit: # http://bugreport.sun.com/bugreport/crash.jsp # --------------- T H R E A D --------------- Current thread (0x4a849c00): JavaThread "Server thread" daemon [_thread_in_Java, id=3344, stack(0x5fdc0000,0x5fe10000)] siginfo: ExceptionCode=0xc0000005, reading address 0x0000003c Registers: EAX=0x00000001, EBX=0x5fe0f1b0, ECX=0x00000000, EDX=0x1c9723a0 ESP=0x5fe0f1b0, EBP=0x5fe0f410, ESI=0x0000001d, EDI=0x00000012 EIP=0x01dcac36, EFLAGS=0x00010246 Top of Stack: (sp=0x5fe0f1b0) 0x5fe0f1b0: 0000001d 00000010 00000036 074f1338 0x5fe0f1c0: 00000000 403a0000 00000000 4077b000 0x5fe0f1d0: 00000000 406f0000 00000000 40380000 0x5fe0f1e0: 3fb2e479 3f22819f 00000000 bcf76e78 0x5fe0f1f0: 1c9723a0 07525340 00000003 000000ea 0x5fe0f200: 00000002 000000f2 0000001c 000000f2 0x5fe0f210: 00000021 0000000f 00000003 00000021 0x5fe0f220: 00000015 00000015 1aca90b0 00000020 Instructions: (pc=0x01dcac36) 0x01dcac16: fb ff ff 8b bc 24 0c 01 00 00 8b b4 24 08 01 00 0x01dcac26: 00 8b 54 24 40 b9 98 e0 fd 19 8b 89 74 01 00 00 0x01dcac36: 8b 59 3c 3b 02 8b c2 8b 94 24 04 01 00 00 89 34 0x01dcac46: 24 89 7c 24 04 89 5c 24 08 8b c8 89 9c 24 c8 00 Register to memory mapping: EAX=0x00000001 is an unknown value EBX=0x5fe0f1b0 is pointing into the stack for thread: 0x4a849c00 ECX=0x00000000 is an unknown value EDX=0x1c9723a0 is an oop gq - klass: 'gq' ESP=0x5fe0f1b0 is pointing into the stack for thread: 0x4a849c00 EBP=0x5fe0f410 is pointing into the stack for thread: 0x4a849c00 ESI=0x0000001d is an unknown value EDI=0x00000012 is an unknown value Stack: [0x5fdc0000,0x5fe10000], sp=0x5fe0f1b0, free space=316k Native frames: (J=compiled Java code, j=interpreted, Vv=VM code, C=native code) J yi.a(Luo;Ljava/util/Random;III)Z j wk.a(Lwh;Lwh;II)V+311 j gp.c(II)Lwk;+118 j go.<init>(Lgn;II)V+55 J gn.a(IIZ)Lgo; v ~StubRoutines::call_stub V [jvm.dll+0x123c0a] V [jvm.dll+0x1c9e8e] V [jvm.dll+0x123df3] V [jvm.dll+0x123e57] V [jvm.dll+0xcd90f] V [jvm.dll+0x14394f] V [jvm.dll+0x1720b9] C [msvcr100.dll+0x5c6de] endthreadex+0x3a C [msvcr100.dll+0x5c788] endthreadex+0xe4 C [kernel32.dll+0x4ed6c] BaseThreadInitThunk+0x12 C [ntdll.dll+0x6377b] RtlInitializeExceptionChain+0xef C [ntdll.dll+0x6374e] RtlInitializeExceptionChain+0xc2 --------------- P R O C E S S --------------- Java Threads: ( => current thread ) 0x4a84a000 JavaThread "File IO Thread" daemon [_thread_in_native, id=1860, stack(0x62e70000,0x62ec0000)] =>0x4a849c00 JavaThread "Server thread" daemon [_thread_in_Java, id=3344, stack(0x5fdc0000,0x5fe10000)] 0x4a849000 JavaThread "Snooper Timer" daemon [_thread_blocked, id=2888, stack(0x5fc00000,0x5fc50000)] 0x4a848800 JavaThread "Thread-11" daemon [_thread_blocked, id=2488, stack(0x52bd0000,0x52c20000)] 0x4a848000 JavaThread "Thread-10" daemon [_thread_blocked, id=2704, stack(0x50a00000,0x50a50000)] 0x4a847c00 JavaThread "Minecraft main thread" daemon [_thread_in_vm, id=2800, stack(0x4f2c0000,0x4f310000)] 0x4a847400 JavaThread "Timer hack thread" daemon [_thread_blocked, id=3064, stack(0x4e540000,0x4e590000)] 0x4a847000 JavaThread "Snooper Timer" daemon [_thread_blocked, id=2384, stack(0x4e990000,0x4e9e0000)] 0x0196f800 JavaThread "DestroyJavaVM" [_thread_blocked, id=1972, stack(0x00220000,0x00270000)] 0x4a6c4400 JavaThread "D3D Screen Updater" daemon [_thread_blocked, id=2836, stack(0x4ca20000,0x4ca70000)] 0x4a5fd400 JavaThread "TimerQueue" daemon [_thread_blocked, id=3136, stack(0x4a330000,0x4a380000)] 0x4a5ef000 JavaThread "SwingWorker-pool-1-thread-1" daemon [_thread_blocked, id=3200, stack(0x4c4e0000,0x4c530000)] 0x4a56e800 JavaThread "AWT-EventQueue-0" [_thread_blocked, id=3068, stack(0x4a410000,0x4a460000)] 0x49de4400 JavaThread "AWT-Windows" daemon [_thread_in_native, id=2148, stack(0x4a120000,0x4a170000)] 0x49de3800 JavaThread "AWT-Shutdown" [_thread_blocked, id=2108, stack(0x4a2b0000,0x4a300000)] 0x49de0400 JavaThread "Java2D Disposer" daemon [_thread_blocked, id=1876, stack(0x01840000,0x01890000)] 0x49c87c00 JavaThread "Service Thread" daemon [_thread_blocked, id=3096, stack(0x018b0000,0x01900000)] 0x49c7ac00 JavaThread "C1 CompilerThread0" daemon [_thread_blocked, id=2252, stack(0x49fd0000,0x4a020000)] 0x49c79c00 JavaThread "Attach Listener" daemon [_thread_blocked, id=2732, stack(0x49f80000,0x49fd0000)] 0x49c76800 JavaThread "Signal Dispatcher" daemon [_thread_blocked, id=2896, stack(0x49ec0000,0x49f10000)] 0x013a3400 JavaThread "Finalizer" daemon [_thread_blocked, id=2472, stack(0x49b50000,0x49ba0000)] 0x0139e400 JavaThread "Reference Handler" daemon [_thread_blocked, id=1720, stack(0x49be0000,0x49c30000)] Other Threads: 0x01398c00 VMThread [stack: 0x01900000,0x01950000] [id=3216] 0x49ca4000 WatcherThread [stack: 0x49e30000,0x49e80000] [id=2208] VM state:not at safepoint (normal execution) VM Mutex/Monitor currently owned by a thread: None Heap def new generation total 157376K, used 75193K [0x03970000, 0x0e430000, 0x18ec0000) eden space 139904K, 49% used [0x03970000, 0x07cbbcb0, 0x0c210000) from space 17472K, 35% used [0x0c210000, 0x0c832838, 0x0d320000) to space 17472K, 0% used [0x0d320000, 0x0d320000, 0x0e430000) tenured generation total 349568K, used 162878K [0x18ec0000, 0x2e420000, 0x43970000) the space 349568K, 46% used [0x18ec0000, 0x22dcfad0, 0x22dcfc00, 0x2e420000) compacting perm gen total 16384K, used 16352K [0x43970000, 0x44970000, 0x47970000) the space 16384K, 99% used [0x43970000, 0x44968258, 0x44968400, 0x44970000) No shared spaces configured. Code Cache [0x01970000, 0x02060000, 0x03970000) total_blobs=3614 nmethods=3237 adapters=310 free_code_cache=25682Kb largest_free_block=26297152 Dynamic libraries: 0x01280000 - 0x012af000 C:\Program Files\Java\jre7\bin\javaw.exe 0x77600000 - 0x7773c000 C:\Windows\SYSTEM32\ntdll.dll 0x75f50000 - 0x76024000 C:\Windows\system32\kernel32.dll 0x75930000 - 0x7597a000 C:\Windows\system32\KERNELBASE.dll 0x74a10000 - 0x74a4c000 C:\Program Files\AVAST Software\Avast\snxhk.dll 0x75ea0000 - 0x75f40000 C:\Windows\system32\ADVAPI32.dll 0x77390000 - 0x7743c000 C:\Windows\system32\msvcrt.dll 0x77800000 - 0x77819000 C:\Windows\SYSTEM32\sechost.dll 0x75a90000 - 0x75b31000 C:\Windows\system32\RPCRT4.dll 0x75c10000 - 0x75cd9000 C:\Windows\system32\USER32.dll 0x770f0000 - 0x7713e000 C:\Windows\system32\GDI32.dll 0x77740000 - 0x7774a000 C:\Windows\system32\LPK.dll 0x77050000 - 0x770ed000 C:\Windows\system32\USP10.dll 0x747b0000 - 0x7494e000 C:\Windows\WinSxS\x86_microsoft.windows.common-controls_6595b64144ccf1df_6.0.7601.17514_none_41e6975e2bd6f2b2\COMCTL32.dll 0x77330000 - 0x77387000 C:\Windows\system32\SHLWAPI.dll 0x771f0000 - 0x7720f000 C:\Windows\system32\IMM32.DLL 0x75b40000 - 0x75c0c000 C:\Windows\system32\MSCTF.dll 0x64720000 - 0x647de000 C:\Program Files\Java\jre7\bin\msvcr100.dll 0x5d4b0000 - 0x5d7d8000 C:\Program Files\Java\jre7\bin\client\jvm.dll 0x719f0000 - 0x719f7000 C:\Windows\system32\WSOCK32.dll 0x76030000 - 0x76065000 C:\Windows\system32\WS2_32.dll 0x75ce0000 - 0x75ce6000 C:\Windows\system32\NSI.dll 0x73bd0000 - 0x73c02000 C:\Windows\system32\WINMM.dll 0x77820000 - 0x77825000 C:\Windows\system32\PSAPI.DLL 0x73020000 - 0x7302c000 C:\Program Files\Java\jre7\bin\verify.dll 0x73000000 - 0x73020000 C:\Program Files\Java\jre7\bin\java.dll 0x72fe0000 - 0x72ff3000 C:\Program Files\Java\jre7\bin\zip.dll 0x5d9c0000 - 0x5db02000 C:\Program Files\Java\jre7\bin\awt.dll 0x75cf0000 - 0x75d7f000 C:\Windows\system32\OLEAUT32.dll 0x76070000 - 0x761cc000 C:\Windows\system32\ole32.dll 0x74630000 - 0x74670000 C:\Windows\system32\uxtheme.dll 0x74300000 - 0x74313000 C:\Windows\system32\dwmapi.dll 0x75770000 - 0x7577c000 C:\Windows\system32\CRYPTBASE.dll 0x76260000 - 0x76eaa000 C:\Windows\system32\SHELL32.dll 0x5d7f0000 - 0x5d9b3000 C:\Windows\system32\d3d9.dll 0x74c50000 - 0x74c59000 C:\Windows\system32\VERSION.dll 0x73100000 - 0x73106000 C:\Windows\system32\d3d8thk.dll 0x5d0f0000 - 0x5d4ae000 C:\Windows\system32\atiumdag.dll 0x5cc20000 - 0x5d0ee000 C:\Windows\system32\atiumdva.dll 0x72fb0000 - 0x72fda000 C:\Program Files\Java\jre7\bin\fontmanager.dll 0x72f70000 - 0x72f84000 C:\Program Files\Java\jre7\bin\net.dll 0x751b0000 - 0x751ec000 C:\Windows\system32\mswsock.dll 0x751a0000 - 0x751a6000 C:\Windows\System32\wship6.dll 0x72dc0000 - 0x72dcf000 C:\Program Files\Java\jre7\bin\nio.dll 0x74ce0000 - 0x74ce5000 C:\Windows\System32\wshtcpip.dll 0x70a40000 - 0x70a67000 C:\Program Files\Common Files\Microsoft Shared\Windows Live\WLIDNSP.DLL 0x75070000 - 0x750b4000 C:\Windows\system32\DNSAPI.dll 0x73660000 - 0x7367c000 C:\Windows\system32\IPHLPAPI.DLL 0x73640000 - 0x73647000 C:\Windows\system32\WINNSI.DLL 0x709d0000 - 0x709d6000 C:\Windows\system32\rasadhlp.dll 0x751f0000 - 0x75206000 C:\Windows\system32\CRYPTSP.dll 0x74f90000 - 0x74fcb000 C:\Windows\system32\rsaenh.dll 0x74db0000 - 0x74dc7000 C:\Windows\system32\USERENV.dll 0x75790000 - 0x7579b000 C:\Windows\system32\profapi.dll 0x73970000 - 0x73980000 C:\Windows\system32\NLAapi.dll 0x6f410000 - 0x6f420000 C:\Windows\system32\napinsp.dll 0x6f3f0000 - 0x6f402000 C:\Windows\system32\pnrpnsp.dll 0x6f280000 - 0x6f288000 C:\Windows\System32\winrnr.dll 0x72190000 - 0x721c8000 C:\Windows\System32\fwpuclnt.dll 0x72da0000 - 0x72dc0000 C:\Program Files\Java\jre7\bin\sunec.dll 0x72d60000 - 0x72d91000 C:\Program Files\Java\jre7\bin\t2k.dll 0x761d0000 - 0x76253000 C:\Windows\system32\CLBCatQ.DLL 0x741d0000 - 0x742cb000 C:\Windows\system32\WindowsCodecs.dll 0x75680000 - 0x756cc000 C:\Windows\system32\apphelp.dll 0x74370000 - 0x74391000 C:\Program Files\AVAST Software\Avast\ashShell.dll 0x73190000 - 0x733d0000 C:\Windows\system32\msi.dll 0x73b10000 - 0x73b41000 C:\Windows\system32\EhStorShell.dll 0x76eb0000 - 0x7704d000 C:\Windows\system32\SETUPAPI.dll 0x75a60000 - 0x75a87000 C:\Windows\system32\CFGMGR32.dll 0x75a40000 - 0x75a52000 C:\Windows\system32\DEVOBJ.dll 0x74670000 - 0x74765000 C:\Windows\system32\PROPSYS.dll 0x73120000 - 0x73190000 C:\Windows\system32\ntshrui.dll 0x75400000 - 0x75419000 C:\Windows\system32\srvcli.dll 0x718c0000 - 0x718cb000 C:\Windows\system32\cscapi.dll 0x738f0000 - 0x738fa000 C:\Windows\system32\slc.dll 0x72d50000 - 0x72d59000 C:\Program Files\Java\jre7\bin\sunmscapi.dll 0x75810000 - 0x7592e000 C:\Windows\system32\CRYPT32.dll 0x75800000 - 0x7580c000 C:\Windows\system32\MSASN1.dll 0x4ca70000 - 0x4cadb000 C:\Users\Pilar\AppData\Roaming\.minecraft\bin\natives\lwjgl.dll 0x6a620000 - 0x6a6e8000 C:\Windows\system32\OPENGL32.dll 0x72d20000 - 0x72d42000 C:\Windows\system32\GLU32.dll 0x6baa0000 - 0x6bb87000 C:\Windows\system32\DDRAW.dll 0x6c880000 - 0x6c886000 C:\Windows\system32\DCIMAN32.dll 0x72d10000 - 0x72d16000 C:\Program Files\Java\jre7\bin\jawt.dll 0x69030000 - 0x69b64000 C:\Windows\system32\atioglxx.dll 0x4e590000 - 0x4e5b1000 C:\Windows\system32\atiadlxx.dll 0x6bbc0000 - 0x6bc5b000 C:\Windows\WinSxS\x86_microsoft.vc80.crt_1fc8b3b9a1e18e3b_8.0.50727.4940_none_d08cc06a442b34fc\MSVCR80.dll 0x6a4f0000 - 0x6a619000 C:\Users\Pilar\AppData\Roaming\.minecraft\bin\natives\OpenAL32.dll 0x6c430000 - 0x6c4a2000 C:\Windows\system32\dsound.dll 0x74c10000 - 0x74c35000 C:\Windows\system32\POWRPROF.dll 0x74320000 - 0x74359000 C:\Windows\System32\MMDevApi.dll 0x70920000 - 0x70950000 C:\Windows\system32\wdmaud.drv 0x73b90000 - 0x73b94000 C:\Windows\system32\ksuser.dll 0x73c40000 - 0x73c47000 C:\Windows\system32\AVRT.dll 0x73b50000 - 0x73b86000 C:\Windows\system32\AUDIOSES.DLL 0x73e10000 - 0x73e18000 C:\Windows\system32\msacm32.drv 0x72df0000 - 0x72e04000 C:\Windows\system32\MSACM32.dll 0x73cf0000 - 0x73cf7000 C:\Windows\system32\midimap.dll 0x72d00000 - 0x72d0a000 C:\Program Files\Java\jre7\bin\management.dll VM Arguments: jvm_args: -Xms512m -Xmx1024m java_command: C:\Users\Pilar\Desktop\Super Random\Minecraft\Minecraft.exe Launcher Type: SUN_STANDARD Environment Variables: PATH=C:\Program Files\Common Files\Microsoft Shared\Windows Live;C:\Program Files\AMD APP\bin\x86;C:\Windows\system32;C:\Windows;C:\Windows\System32\Wbem;C:\Windows\System32\WindowsPowerShell\v1.0\;C:\Program Files\ATI Technologies\ATI.ACE\Core-Static;C:\Program Files\Java\jdk1.7.0_03\bin;C:\Program Files\Windows Live\Shared;C:\Program Files\Java\jre7\bin USERNAME=Pilar OS=Windows_NT PROCESSOR_IDENTIFIER=x86 Family 15 Model 124 Stepping 2, AuthenticAMD --------------- S Y S T E M --------------- OS: Windows 7 Build 7601 Service Pack 1 CPU:total 1 (1 cores per cpu, 1 threads per core) family 15 model 124 stepping 2, cmov, cx8, fxsr, mmx, sse, sse2, sse3, mmxext, 3dnowpref Memory: 4k page, physical 1833072k(510576k free), swap 3666144k(1943700k free) vm_info: Java HotSpot(TM) Client VM (22.1-b02) for windows-x86 JRE (1.7.0_03-b05), built on Feb 3 2012 20:43:37 by "java_re" with unknown MS VC++:1600 time: Thu Aug 02 01:28:28 2012 elapsed time: 916 seconds |
--Ficion 01:22, 3 August 2012 (UTC)
[!!] After updating, when playing minecraft on my online server (alone), my monitor shuts off after just a few minutes of playing. I can't get it to pick up my tower again until I restart the computer. 3:04 Central US & Canada, August 1
[!!] OS X refuses to launch Minecraft with the following error:
“Minecraft.app” is damaged and can't be opened. You should move it to the Trash.
Specs: Mac mini (Mid 2010, server edition), OS X 10.8, Java SE 6 runtime (2012-004) automatically installed by the OS directly before the error. On my MacBook Air (Mid 2012), same OS and Java runtime, the launcher quits instantly (no error message) after being opened. —Fenhl 13:46, 1 August 2012 (UTC)
- I tried following the instructions for using the jar from minecraft.net, which produced the following error in the terminal:
| Crash Report |
|---|
Exception in thread "main" java.lang.NoClassDefFoundError: net/minecraft/LauncherFrame Caused by: java.lang.ClassNotFoundException: net.minecraft.LauncherFrame at java.net.URLClassLoader$1.run(URLClassLoader.java:202) at java.security.AccessController.doPrivileged(Native Method) at java.net.URLClassLoader.findClass(URLClassLoader.java:190) at java.lang.ClassLoader.loadClass(ClassLoader.java:306) at sun.misc.Launcher$AppClassLoader.loadClass(Launcher.java:301) at java.lang.ClassLoader.loadClass(ClassLoader.java:247) |
- This is on both computers. —Fenhl 14:54, 1 August 2012 (UTC)
- I've figured out how to fix the first error (with the error message), now the behavior is the same on both computers: launcher quits instantly. Error report on Console: —Fenhl 15:08, 1 August 2012 (UTC)
| Crash Report |
|---|
2012-8-1 3:04:45.829 PM com.apple.launchd.peruser.501[270]: ([0x0-0x7df7df].com.Mojang Specifications.Minecraft.Minecraft[17729]) Job failed to exec(3) for weird reason: 13 |
[!!] My Minecraft crashes when I choose Not Now to update and also Yes. Here is my error report that showed up on screen when I chose the Yes to update to 1.3:
| Crash Report |
|---|
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem; Failed to start game
This error has been saved to C:\Documents and Settings\Rick.HOME\Application Data\.minecraft\crash-reports\crash-2012-08-01_10.14.31-client.txt for your convenience. Please include a copy of this file if you report this crash to anyone.
--- BEGIN ERROR REPORT 272ef6fb --------
Generated 8/1/12 10:14 AM
- Minecraft Version: 1.3.1
- Operating System: Windows XP (x86) version 5.1
- Java Version: 1.7.0_05, Oracle Corporation
- Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
- Memory: 826811112 bytes (788 MB) / 1037959168 bytes (989 MB) up to 1037959168 bytes (989 MB)
- JVM Flags: 3 total; -Xbootclasspath/a:C:\PROGRA~1\Oracle\JAVAFX~1.1RU\lib\deploy.jar;C:\PROGRA~1\Oracle\JAVAFX~1.1RU\lib\javaws.jar;C:\PROGRA~1\Oracle\JAVAFX~1.1RU\lib\plugin.jar -Xmx1g -Xms1024M
- LWJGL: 2.4.2
- OpenGL: null GL version null, null
- Is Modded: Probably not
- Type: Client
- Texture Pack: ~ERROR~ NullPointerException: null
- Profiler Position: N/A (disabled)
java.lang.IllegalStateException: glGetString(GL_VERSION) returned null - possibly caused by missing current context.
at org.lwjgl.opengl.GLContext.getSupportedExtensions(GLContext.java:187)
at org.lwjgl.opengl.ContextCapabilities.initAllStubs(ContextCapabilities.java:4355)
at org.lwjgl.opengl.ContextCapabilities.<init>(ContextCapabilities.java:4661)
at org.lwjgl.opengl.GLContext.useContext(GLContext.java:352)
at org.lwjgl.opengl.Context.makeCurrent(Context.java:183)
at org.lwjgl.opengl.Display.makeCurrent(Display.java:730)
at org.lwjgl.opengl.Display.makeCurrentAndSetSwapInterval(Display.java:896)
at org.lwjgl.opengl.Display.create(Display.java:860)
at org.lwjgl.opengl.Display.create(Display.java:784)
at net.minecraft.client.Minecraft.a(SourceFile:224)
at net.minecraft.client.Minecraft.run(SourceFile:516)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 37c365dd ----------
|
I really want to play 1.3 so please help me.
- Follow the Minecraft-Help-Center-Instructions.[2] (The last one). Let me know if it helps or not —XChunk 23:38, 2 August 2012 (UTC)
[!] I get disconnected from the internal server about every minute or so, with an 'internal server error'. Here is the error output (game doesn't fully crash):
| Crash Report |
|---|
WARNING: Failed to handle packet: java.lang.NullPointerException java.lang.NullPointerException at yi.a(SourceFile:88) at xm.a(SourceFile:448) at gp.a(SourceFile:140) at wk.a(SourceFile:704) at gp.c(SourceFile:82) at go.<init>(SourceFile:26) at gn.a(SourceFile:171) at gn.d(SourceFile:299) at et.d(SourceFile:146) at gy.a(SourceFile:275) at cx.a(SourceFile:136) at ba.b(SourceFile:51) at gy.d(SourceFile:56) at gz.b(SourceFile:35) at axx.b(SourceFile:83) at net.minecraft.server.MinecraftServer.q(SourceFile:452) at net.minecraft.server.MinecraftServer.p(SourceFile:383) at axu.p(SourceFile:111) at net.minecraft.server.MinecraftServer.run(SourceFile:316) at ep.run(SourceFile:539) |
REDX36 15:59, 1 August 2012 (UTC)
[!!] Minecraft Crashes while loading new chunks While loading new chunks minecraft crashes completly. It usually only happens while flying and sometimes only kicks me out to the main menu saying internal server error! it gives me the following error message when it crashes! (I can't seem to post the error message so just look at the source code to see it)
-I have had the same Crash but it only happens when using Creative Flying, i used a 3rd party mod and it seems to not happen. For me it seems to happen when i use the map the most. I hope this helps. -Patrickjm
| Crash Report |
|---|
[!!] [Cr] [SP]
Every time I'm in creative mode and press "e" to get the items to add, minecraft crashes on me and I get the error message below.
| Crash Report |
|---|
99.190.245.30 19:54, 1 August 2012 (UTC)
[!] [MP] I'm getting heavy lag on MP-Servers (vanilla) after ~1 minute. Even with Lowest graphic-settings. Game drops to 0.5 FPS. SSP works just fine and without any lag. --91.89.72.187 19:06, 1 August 2012 (UTC)
- Moved from Gameplay Annoyances. Moleculor 00:59, 2 August 2012 (UTC)
[!] Minecraft used to work on WinXP 32bit with ~3,4 GB usable RAM until beta 1.7.3 even with "Far" video settings. I just got the famous missing chunks, which did NOT appear with "Normal" settings. After beta 1.8 with "Far", the jawaw.exe (the JavaVM) running Minecraft eats up memory over time (several minutes, faster when flying around) until hitting approximately 1 GB RAM, then Minecraft begins to lag heavily with freeze times from few seconds up to minutes, but without any major CPU usage. The spawn on an anarchic server even forced me to set video to "Short", because of freezing. F3 doesn't show any evidence of such a memory consumption. Allocating more memory is no use, because starting Minecraft fails if set over 1300MB and this does nothing to the freezing, which then starts even earlier, at 900MB RAM consumption. When set to "Normal", the JavaVM with Minecraft uses between 600-1000 MB.
While there is a warning for the "Far" setting, there has to be a bug, because this is an unidentified RAM usage. If this bug is not in the game system, at least the debug screen has to be corrected.
(CAPTCHA system seems broken for me and doesn't let me post links)
Screenshot: h__p://i.imgur.com/lFgpq.png
--78.35.138.237 03:29, 2 August 2012 (UTC)
- The 32-bit Java VM cannot give Minecraft enough memory over time in "Far" mode, and you've perfectly described the result: The game runs out of memory, gets laggy, and ultimately freezes or crashes. Don't use Far mode on 32-bit systems like the warning says--problem solved. Running out of memory isn't a bug unless there's a memory leak, which isn't indicated. The Java VM and the libraries Minecraft use require memory above and beyond what Minecraft is using internally. ---Jovet 09:38, 2 August 2012 (UTC)
[X]
The server doesn't seem to mention the dimensions right while saving, they should be named either by number or by "Overworld", "Nether" and "The End".
Log:
2012-08-02 03:27:25 [INFO] Saving chunks for level 'testworld1'/xd@194ac91
2012-08-02 03:27:25 [INFO] Saving chunks for level 'testworld1'/xc@1f5bf70
2012-08-02 03:27:25 [INFO] Saving chunks for level 'testworld1'/xe@eb5d53
(The last 6 characters in each line vary.) --78.35.138.237 01:50, 2 August 2012 (UTC)
[!] CPU usage 140%+ on Macbook Pro 13 inch 2009 model/ 2.53Ghz Intel Core 2 Duo/ 8GB RAM/ Nvidia 9400m. Mac OS X Lion 10.7.4. High CPU usage is consistent and over time causes excessive heat. Must note that issue is not new, occurred during 1.9 pre release before being fixed but has now returned for 1.3.1, decided to report as normal CPU usage is approximately 70%.
- How the hell can you have more than 100% (full) load? This is BS. --Bambooz 08:38, 2 August 2012 (UTC)
[!] [MP] [Su] Minecraft crashed as I tried to make a ladder. I couldn't reproduce the crash. It throws an exception: "ago cannot be cast to afd"
--Sycoso 23:19, 2 August 2012 (UTC)
[!] Neither alt-tab nor <esc> always produces an on-screen mouse pointer. It is annoying to be looking at another program and be unable to see the mouse, or to hit escape, and be unable to see where you are mousing to hit a button. --Keybounce 06:36, 3 August 2012 (UTC)
[!] When quitting the game (SP,i386 Linux) I get the following stacktrace indicating that some files are not properly being accessed. It seems that some changes to the world won't be saved then User:Incelebrity 07:56, 3 August 2012 (UTC)
| Crash Report |
|---|
Stacktace
java.io.IOException: Bad file descriptor
at java.io.RandomAccessFile.seek(Native Method)
at wu.a(SourceFile:306)
at wu.a(SourceFile:249)
at wv.close(SourceFile:230)
at java.util.zip.DeflaterOutputStream.close(DeflaterOutputStream.java:143)
at java.io.FilterOutputStream.close(FilterOutputStream.java:143)
at wx.a(SourceFile:138)
at wx.c(SourceFile:126)
at aes.b(SourceFile:29)
at aes.run(SourceFile:22)
at java.lang.Thread.run(Thread.java:662)
|
Annoyances
Fixed/Skipped
Gameplay
Bugs
[X] When entering or exiting the end, the experience and your levels appear to be set to null, relogging or recieving more experience updates it and fixes this. (Annoying when hosting a LAN server as the server shuts down upon relog). Bondenn 23:15, 2 August 2012 (UTC)
[!] [SP] Sometimes, when using the /kill command in 1.3.1, you spawn in a place where there are at-least 3 chunks which are not loaded (chunk error/world hole) . Note, this is on SINGLEPLAYER, and the chunks will never load. I haven't tested this bug several times, but it could lead to a crash. I do have a screen capture though, and I'll post it on my deviantART(substitute541)
[X] [?] Impossible to have an enchantment between level 20 to level 30 even when 18 bookshelf is around it.--Stubcow 18:38, 2 August 2012 (UTC)
- might just be bad luck but I've try for at least a good hour and non of the enchantment option are between level 20 and 30.
- Try reducing the number of bookshelves? Or are you talking only in cases where you have maxed out the bottom entry for enchantments, the second one won't show 20-30 enchantments? If so, this is more of an annoyance. --Moleculor (talk) 21:01, 2 August 2012 (UTC)
[!] Far away chunks don't update, and chunks aren't always loaded properly. You can see this glitch by using tnt. In a superflat world, create a long path of TNT. Ignite the tnt at the end of the path. wait in the same spot until all of the tnt has exploded. follor the craters from the tnt, and you will notice that it looks like some of the tnt hasn't exploded, even though it did. if you exit the world then enter it again, the world will properly update, and you will see the craters where the tnt that didn't look like it exploded was.
- This appears to be related to 1.3.1pre bug reports related to long redstone wires. link -- Featherwinglove 15:34, 2 August 2012 (UTC)
- Confirmed.
[!] With Single/Multi-Player Mode Merged, Spawning now works like it does in Multi-Player for Single Player maps. This breaks the Spawn points in my maps, and it will break the spawn points in any other user made map, unless they set the player spawn with a bed (not always possible - depending on the map type) or start the player in a 20x20 room. It would be nice to have a way to control the spawn point, maybe in creative, for map makers. --Brandonn --184.76.94.151 04:40, 2 August 2012 (UTC)
- Are you sure this should be a major bug? It seems more like an annoyance to me. In any case, you can set the spawn points with MCEdit. --Jorr 18:23, 2 August 2012 (UTC)
- Being unable to control spawn point in vanilla MC is a serious flaw. Just imagine (my actual world) where the spawn area is in extreme hills, so you can be in two very separate areas based on which RNG roll you get. --Keybounce 05:07, 3 August 2012 (UTC)
[!] If the host for a LAN world changes (e. g., they were siblings), the new host will get the original host's items, and if the player who connects to the server is the host, they will get the items, exp, armor, etc. that the host has at the state it was published. I believe that if another player then joins the server, then they will get the same items and worn stuff as who last hosted the world. If the original host were to host again, they would have the last host's stuff. It is like they they have never player before, for they haven't, as a connected player. If a third player were to connect both times, it may keep his/her items, but I have not tested it. This issue reoccurs every time the host changes. I believe that this bug has something to do with a feature retaining to the items a player has on hand when leaving a world, and that ANY player can log into that world and have the items present at hand. And since the world must be opened to LAN, it is initially logged in as singleplayer, and so that event takes place. If a player who had connected to the world then hosted the world, their data would be lost. A protection or two must be placed, possibly toggleable, in order to resolve this. If offline, they must not be able to play on a LAN network, but should still have a separate profile than the rest. --Wormy14 13:02, 2 August 2012 (UTC)
[X] The tab key doesn't show online players in multiplayer.
- Did you re-map it? Check the Controls settings. ---Jovet 09:53, 2 August 2012 (UTC)
[!] Travelling between the Nether and the Overworld still regularly causes you to fall into the void and die, probably because of non loaded chunks. -- Tiax 13:50, 1 August 2012 (UTC)
- Absolutely confirmed, no matter how many downvotes on Reddit I get for saying so. *Just* had it happen to me. It's gotten so bad that I've downloaded NBTEdit to teleport my player back to a sane location when it happens. Moleculor 00:53, 2 August 2012 (UTC)
- For now, you can use a work-around by disconnecting and reconnecting BEFORE going through any portal. If it still happens, quickly dis/reconnect again and you should be on solid ground. 02:49 2 August 2012 (UTC)
- Happens for me every single time I teleport back to the Overworld with my old world. After it happened in this direction I won't be able to teleport to the Nether either. Will do more testing with different/old/manipulated world files. -- Zuckel 08:25, 2 August 2012 (CET)
- Happens for us with a portal sitting on 0,0 - every time going to the nether and most times coming from the nether. Another portal nearby has similar issues, but other portals in the world seem fine. Breaking and recreating the 0,0 portal does not resolve the issue. Could it be a divide by 0 error somewhere? 0,0 is not our spawn location if that makes any difference. Darkinnit 09:47, 2 August 2012 (UTC)
- If this happens to you, you can also try to quickly switch to Creative mode and fly up and out of the danger zone of the void before you die. Then quit the world and re-enter, and it should then load okay. You can then revert Creative mode. Backing-up the player/level data file before traveling is also a good idea just in case. ---Jovet 09:55, 2 August 2012 (UTC)
- When I jump back from the nether in survival mode, I come back to nothing, no terrain, mobs,etc. If I save then relaunch the game, things are fine. 17:25, 2nd August 2012.
- I had this happen after I died falling off a flinting pillar, no Nether Portal involved (I hadn't built it yet.) Both my bed and original spawn (probably in neighbouring chunks) were in cache range. I fell through twice before spawning on solid ground. I haven't had this happen with a portal transit yet. -- Featherwinglove 18:27, 2 August 2012 (UTC)
- This happens to me almost every time I go through my nether portal, on a remote server. This changes everything - you simply can't have anything valuable on you when crossing worlds, because you will lose it in short order. This bug breaks the game. Thue 10:24, 3 August 2012 (UTC)
[!] Chest is not updating.It pretends to update then left/right click or opening chest again reveals you still are/not holding the items you attempted to put in/out. >>Basically It won't let me put things in/out of chest.<< Using Windows XP and got 3MBPS internet.No fix found for me yet.Anyone else done this because my friends are not?
-Alias:Commando950
[X] When being pushed into a corner by water, you take suffocation damage.
- Upgraded from annoyance. Moleculor 01:03, 2 August 2012 (UTC)
- Also happens when pushed by mobs. --Mental Mouse 23:25, 2 August 2012 (UTC)
- I see the same issue. I was nearly killed by a sheep while AFK. --Jorr 05:38, 3 August 2012 (UTC)
[X] When riding a minecart across rail 11 blocks/1 powered scheme in 1.3. Was booted/teleported out and started taking phantom damage. Cart moved on. Damage = 2 hearts total. Then stopped, I regened, then started taking damage again. On and off. Used door with pressure plate (that auto-opens door when stood on) and door stayed open. Kept taking damage. Had to find cart, jump in to stop damage and reset door plate. No monsters around. Survival mode, PC. 0:15 August 2.
[X] When you die, Your score is always zero, even if you have experience. 82.125.198.199 12:40, 2 August 2012 (UTC)
[X] occasionally the player will spawn half underground. [2] --ABrightmoore 11:09, 2 August 2012 (UTC)
[X] Riding a minecart on a (partly) powered track while getting lag spikes results in getting heavy damage. I nealy died in diamond armor because of this. (maybe because of wrongly applied suffocation). After relog, nothing damaging was visible, but the damage was real. --78.35.142.106 19:31, 2 August 2012 (UTC)
[X] Villagers and zombies both are prone to glitch in and out of houses, through the walls. I've twice had to let zombies out of a house (sometimes with a "damaged" door) so I could kill them. --Mental Mouse 23:25, 2 August 2012 (UTC)
[X] Also, even on normal mode, zombies can in fact break down village doors (observed). On consideration, I'm pretty sure this is why I've had two villages depopulated on me, in 1.2.5 and 1.3 (villager spawning presumably isn't fast enough to replace the losses). (An alternative explanation would be buggy pathfinding... that is, accumulating damage from excessive drops.) No sign of iron golems, perhaps the villages aren't big enough. --Mental Mouse 03:41, 3 August 2012 (UTC)
- "Normal mode" as in not hardcore mode, or as in normal difficulty? Looking at the code, it seems clear that doors should only be broken on hard difficulty. -- Orthotope 04:34, 3 August 2012 (UTC)
- That's "normal difficulty", survival mode. One thought is that the doors may be wrong-way-round: The originally generated doors appear inset into their wall (that is, the inner side of their block). When I place a new door from outside, it appears flush with the wall. --Mental Mouse 12:03, 3 August 2012 (UTC)
[X] Template:Osx On the Mac, it is possible to map sneak to caps lock. However, as soon as any menu comes up, any chest opened, etc, the sneak turns off, while caps lock stays on. On return to the game, caps lock is still on, but sneak is off.
In other words, when the key for sneak is pressed, sneak activates; when a menu/inventory/chest opens, sneak deactivates regardless of key state, and won't be reactivated until a new key_down event occurs, which in turn requires a key_up. The game gets out of sync with the physical state of the keyboard. --Keybounce 05:07, 3 August 2012 (UTC)
I also experience this on windows 7, but always assumed it was intended. the caps lock button acts like any other, and the caps lock light does not change sneak in any form(nor should it). menu's cancelling sneak on the other hand is a separate issue, and one I think shouldn't be fixed, it introduces risk for players sneaking around someones base, and prevents them from crafting and sneaking at the same time which is good from a gameplay point of view. --101.166.17.204 06:12, 3 August 2012 (UTC)
[X] Fishing: Compared to 1.2.5 single player:
- It is harder to fish, in general:
- Situations where I could fish in one deep water in 1.2.5 now fail; the bobber consistently gets stuck on the bottom.
- The bobber seems to want to go farther out now
- Fishing in a small area (3 land spaces, then 4 water spaces, with the water 1 deep) was easy in 1.2.5 single player, reasonable in 1.2.5 multiplayer, and painful/not doable now.
- Fishing in 1 deep, 2x2 pond, by standing directly over the water and dropping the bobber down would result in the bobber floating in 1.2.5, and ground-stuck in 1.3.1 (Yes, I have that 1.2.5 on video -- link in a few days)
- 1.3.1 multiplayer is giving me lots of false sounds and bobber movement, compared to 1.2.5 single player. In fairness, 1.2.5 multiplayer took me a while to learn how to fish, so it may be a similar issue of retraining.
--Keybounce 05:22, 3 August 2012 (UTC)
Annoyances
[A!] Villager trading is still very much imbalanced. Non-farmables are undervalued, e.g. 4-5 diamond must be sold for a single emerald. Meanwhile, farmable items are overvalued, e.g. 19-29 paper for an emerald. With a sufficiently large sugarcane farm, I have been able to earn around 7.44 stacks of emerald in an hour, and while this is not in and of itself bad, these emeralds can be spent of many diamond items. The net result is a far bigger earning from farming than the most efficient mining practices, even with Fortune III. In fact, just one harvesting of the farm nets a player several doublechests of diamond items, which is very overpowered. In addition, many prices are nonsensical, e.g. iron and gold are considered equal in value, and mundane items such as compasses are considered more valuable than diamond tools. Server administrators are considering disabling trading and villagers on their servers because of the current imbalance, so this is a major annoyance. --WolfieMario 21:27, 30 July 2012 (UTC)
- To reduce page clutter, thislong discussion moved to Talk:Villager Trading Discussion II Will collect the other pertinent links (that I know of) there. --Simons Mith[82.69.54.207] 21:07, 30 July 2012 (UTC)
- As a note to Mojang employees (Sorry, I'm just worried this'll get glossed over): the discussion contains various suggestions to help fix this issue. My own suggested fix is aimed at being fast enough to implement within a reasonable time frame before or after the release of 1.3 (basically just a switch from Jeb's original offer prices to player-created prices, without the addition or removal of any offers). --WolfieMario 21:27, 30 July 2012 (UTC)
[A!] Falling in to the void kills you. Why? The player (in Survival) should never be able to reach there by normal means, so most, if not all times they end up in the void is due to a bug. Players should never be intentionally killed by bugs. Falling in to the void should simply teleport the player to their spawn, with their inventory intact. Moleculor 01:06, 2 August 2012 (UTC)
- This is an excellent point and I fully agree for the Overworld and Nether. However, the End needs a special case as I believe you are supposed to die for falling off the End. Darkinnit 10:01, 2 August 2012 (UTC)
- A *lot* of custom maps take advantage of this, including the extremely popular SkyBlock. Fear of falling is usually a large part of these maps. --5thHorseman 03:05, 3 August 2012 (UTC)
- In other words, it needs to be a property of the dimension, settable in creative / defaulted in a certain manner. Right now it is happening far too often due to bugs. For Overworld/Nether, it should default off; for Skyblocks/etc, it can be overriden. For The End, or Myst decay ages, it can default to on. --Keybounce 05:07, 3 August 2012 (UTC)
[A] [MP] Can't disable hunger without disabling monsters on SMP server; "hunger" should be a distinct value from "difficulty" in server.properties. --Raptor007
[?] Iron Ore does not yield experience when mined.
- Iron ore isn't suppose to give exp. If it did, a player could keep breaking it, placing it, and rebreaking it to get a lot of exp.
- If each block had a bit that could indicate whether a block is an originally-generated block or not, then that bit could indicate whether Experience points are deserved (i.e. the initial breaking). Every block the player changes by placing a new block can have its bit set to indicate it isn't original with the generator. ---Jovet 09:53, 2 August 2012 (UTC)
- Some blocks are already running out of bit-space, and implementing a massive increase in data structure size for as simple a feature as this when you still get the XP for smelting the block... seems like a waste. I say this shouldn't even be listed as an annoyance. --Moleculor (talk) 21:00, 2 August 2012 (UTC)
- As of 1.3.1, Wood blocks have 12 different states. I don't think it'd be that hard to have 2 states for Iron Ore. --Jorr 05:46, 3 August 2012 (UTC)
[A] Some blocks when destroyed cannot be picked up, but upon relog they can.
[A] Pressing F11 to go into fullscreen then pressing it again a few seconds afterwards will cause your player to be turned in a different direction.
[A] [SP] [MP] [Su] [Cr] For some reason when my skin has been changed the skin I had before hand is still cached and won't display my new skin untill I go into another dimension like from the ow to the nether, the end to the ow, etc.
[A] Mob hit range increase. Zombiepigmen really hard to attack without getting hit.
- Downgraded severity to annoyance, especially since it's filed in the annoyance section. Should stay as an annoyance, unless the range is far larger than melee should be. Someone check? Moleculor 17:17, 2 August 2012 (UTC)
[A!] Mobs spawn on non-natural occurring blocks Djerun 12:47, 23 July 2012 (UTC)
- See discussion talk:Known_bugs/Version_12w27a#Mobs spawning on 'non-natural' blocks --80.134.11.177 12:52, 23 July 2012 (UTC)
Fixed/Skipped
Blocks
Bugs
[!] Signs often don't load properly and appear blank (only tested on SMP). When logging into a multiplayer server where there are signs over a large area, only the signs in the same chunk that the player has logged in at load correctly. Any signs that are further away do not load correctly and will appear blank 99% of the time. If the player logs out in a different chunk and logs back in again, the signs will load for that chunk, and the previously loaded signs in the other chunk will unload again. --Userof2 14:18, 1 August 2012 (UTC)
[X] A corner fence post will prevent player from walking on the edge of the block under it. Player can also get hurt when push into fence post by water as if they are suffocating(this was discover when exploring a mineshaft) --Stubcow 00:43, 2 August 2012 (UTC)
[X] 1.3.1 02-08-2012 When in creative mode and placing any kind of stairs with out there being a block under it makes the block either not want to be placed (al do the player is not close to it) or almost every other block places it self on a different location or upside down. When placing stairs against a block even with a block under it places it 90% upside down. Placing half slabs sometimes make stairs that are with out a block under it turn around/flip up side down even when not connected to the half slab please fix this really annoying bug greeting Skarath
[X] Beds show the 'Exit Bed' option in SSP. --24.207.18.10 21:38, 1 August 2012 (UTC)
[X] Normal-sized mushrooms can't be planted outside at night. This is because the skylight level is always 15, even at night, and the reason for this is so crops and flowers don't uproot themselves every night. Perhaps there could be a workaround for this. It is intentional that they're not supposed to be planted outside in the daytime, but they don't even work at night. TorchicBlaziken 20:39, 5 July 2012 (UTC)
[X] Mob spawners spin ridiculously fast. Observed in, but possibly not limited to, singleplayer creative.--PlNG 16:31, 1 August 2012 (UTC)
[X] Mob spawners show pigs, when chunk is loaded while the spawner and the spawn area is exposed to light. --78.35.160.117 20:15, 1 August 2012 (UTC)
- And what happens when it isn't exposed to light? When you place a Mob Spawner without any additional information (and I mean type of mob), it is designed to spawn pigs. --Diogoj95 19:19, 2 August 2012 (UTC)
[X] In the Server Select menu, changing a Server with EDIT will not cause a refresh, as it did in previous versions. Quite annoying in some situations. alexmack929
[X] When mined with a Fortune pickaxe, Emerald Ore acts like it is mined with a gold pickaxe. Everystat13 17:11, 1 August 2012 (UTC)
[X] When mined with a Fortune pickaxe, Emerald Ore does not give XP. Everystat13 17:11, 1 August 2012 (UTC)
[X] Any kind of leaves farmed with a tool having Fortune will drop as "oak leaves" even though they look normal (so spruce leaves look like spruce leaves but cannot stack with others and they are called oak leaves in inventory). When placing those false oak leaves and farming them with shears will drop the leaves they naturally come from (so even if you place spruce-looking oak leaves they will drop as spruce when mined with shears). -- ReLuLu 19:38, 1 August 2012 (UTC)
- If you mean "silk touch" tools, i agree. For some reason you get different kind of leaves which don't stack with sheared ones. --Bljat 18:43, 2 August 2012 (UTC)
[X] When blocks are attempted mined from a certain corner, as seen in this video, the block hitbox disappears and the block is unmineable. Other angles work fine. http://www.youtube.com/watch?v=LspT7WQUaqM, further details in description. Tested on SMP. --Bilde2910 17:59, 1 August 2012 (UTC)
[X] If a Zombie trys to destroy a door and you kill him when his finished nearly, the mining texture stays there: Screenshot if you brake the door then, the texture is in the air: Screenshot--DaTom24 18:08, 1 August 2012 (UTC)
[X] Tripwires can be triggered by Experience Orbs. Zomborgon 19:23, 1 August 2012 (UTC)
- Not sure if this is a bug. Tripwires are supposed to be activated by entities, and since XP orbs are an entity, this makes sense --Queegey 21:10, 1 August 2012 (UTC)
- Indeed. Still I suspect XP orbs should be treated as neutral to triggers, as they aren't a real object in the world. They also trigger wooden pressure plates. At the very least this is an annoyance. Skaruts 09:11, 2 August 2012 (UTC)
[X] Tripwire can be stacked in the world.ScreenShot--Pietereteip 22:54, 2 August 2012 (UTC)
[X] [?] Walking anywhere between the top of an ice block and the block above it makes the player use the ice block movement properties. For example, walking on a slab that is above an ice block makes you move as if you're on ice (also tested and confirmed on the lower half of a stair blocks, beds, cakes, pressure plates, and closed trapdoors). --User:Kris159 (talk | legacy) 23:25, 1 August 2012 (UTC)
- This was tested and reported in 1.2.5, but incorrectly and assertively tagged as [N]ot a bug by a non-Mojang user. --User:Kris159 (talk | legacy) 23:28, 1 August 2012 (UTC)
- If a Mojang employee doesn't see this as a bug, I think it isn't. This has been around for quite a while already, they would've fixed it if it were a bug. Added [?] . Everystat13 23:31, 1 August 2012 (UTC)
[X] When you send a two or more tick signal to a sticky piston with a normal block on top and one with gravity on top of this and directly after the signal ended a one tick signal the blocks will change positions. So at the and the block with gravity will be on the down side. Here's an example how to reproduce the bug: http://s1.directupload.net/images/120802/fpojm3vd.png
[X] Silverfish spawners are displayed as pig spawners. Cave spider, Skeleton, and Blaze look ok, I haven't checked spiders or zombies. 71.49.73.93 00:11, 2 August 2012 (UTC)
[X] Sneak mode considers a torch a solid block, which can cause the player to walk of a ledge while sneak is toggled.
[X] Timing on NOT gates (redstone torches) seems to be broken. I would expect them to act as a one tick inverting repeater but they seem to require a three tick pulse to activate and then only emit a two tick pulse. This effects any circuit that depends on timing, pulse length, or short pulses. A full explanation of the problem can be found here: Video --Innovate.Invent 09:52, 2 August 2012 (UTC)
[X] When mining smooth stone blocks cobble will fall and dissapear once and awhile. I'm not sure if other blocks do the same thing i haven't been mining any of them. I was using a stone and wooden pickaxe both of them had dissapearing cobble. *Edit* Happens more frequintly when a drop is on a block and you mine the block underneath it. Bob123412 15:07, 2 August 2012 (UTC)
- This is probably a graphical bug, because when you go to pick it up you will get all that you mined including the ones that seemed to disappear.*Edit* It Happens when multiple of the same item are dropped into the same block space, only showing the first of that item dropped (bug only seems to occur with items of the same id) it also treats stacks as 1 entity so dropping 2 stacks will only show 1 stack (unless the stacks have different amounts, then they both appear/don't disappear). A youtube video on this with everything I have found so far: Dimondheart 11:55, 2 August 2012 (UTC,EDT)
- Not a graphical bug, intended behavior. Stackable items now stack outside of inventory, same below. --Bljat 18:43, 2 August 2012 (UTC)
[X] If you set up a piston with a pile of gravel from around the bottom of the world to top world height on top of it and rig it so that the piston retracts the block under the gravel ( the gravel is consequently destroyed due to redstone being underneath it) then pushes it back and repeats once more then following the gravel ripple upwards will cause random black gravel entities to flash across the screen. I have screenshots of the circuit I used but I don't know how to upload them.
[X] Not all arrows shot through lava catch on fire using a rapid dispenser. All caught on fire in 1.2.5, not sure if this is intended. --Darkeh57 22:35, 2 August 2012 (UTC)
[X] [Cr] When breaking Smooth Stone Blocks in Single Player Creative Mode, the block will break but a Silverfish pops up very fast in its place then disappears. Not confrimed for Survival or Multiplayer
- Sounds like you're actually breaking Monster Egg. Since silverfish aren't hostile to players in creative mode, they're burrowing into another stone block. Not really a bug. -- Orthotope 04:34, 3 August 2012 (UTC)
[X] Redstone timing errors in 131, 27a and 125 multiplayer that works just fine in 125 single player.
Redstone loops still get into invalid states. Loop setup: This is basically an RS-Nor latch modified (with repeaters) to permit a clock signal. Repeater (4) Input signal (set) (redstone wire branch to button) Repeater (4) Inverter (torch) Input signal (reset) (redstone wire branch to switch) Repeater (4) Inverter (torch)
Loop timing: 14 redstone-ticks If the switch is "on/down", then the button cannot put a clock signal into the loop. If the switch is "off/up", then the button can put a 9 redstone-tick pulse into the circuit, and it will then act as a clock.
In 125 single player, it works perfectly.
In 125 multiplayer AND 12w27a, and 131 release, it will lose its timing. Approximately 15 16 tests; 14 go to lockup (the button side of the rs-nor being on all the time), and one two to inaccurate stable timing (on pulse is less than 9 redstone ticks; off pulse is longer than 5.)
https://www.youtube.com/watch?v=PmXkJIC0Agc
--Keybounce 00:13, 18 July 2012 (UTC)
Reposted: --Keybounce 06:07, 3 August 2012 (UTC)
[X] Followup: Logging out, and then back in, while the doorbell is ringing results in the clock loop coming to a stop.
Keep in mind: I could walk far enough in either direction to be outside the loaded chunk range (more than 128 blocks), come back, and the circuit was still running. But if I log out and back in, for a total out-of-game-time of about 4 seconds, the clock stops. --Keybounce 06:57, 3 August 2012 (UTC)
Annoyances
[A] Mushroom blocks can't be harvested or placed properly, reverting to damage/data value 0, a block which appears to use the mushroom pore texture on all six sides. This makes it impossible to use the red, brown, and white mushroom block textures in creations without using pistons to push blocks around. It is also inconsistent with the expected behavior of silk touch: if silk touch is capable of harvesting a block, it should not transform it upon harvesting. Transforming a block upon its placement (which happens when placing mushroom blocks of any damage value, obtained through cheats available in vanilla) is also completely illogical and a roadblock to making things from the mushroom blocks. Perhaps mushroom blocks could be made properly harvestable as "Red/Brown Mushroom Top", "Red/Brown Mushroom Edge", "Red/Brown Mushroom Corner", and "Red/Brown Mushroom Stem", where the edge and corner blocks would be placed in a directional manner similar to pumpkins (upside-down mushroom blocks would not be available, as this would require splitting the current two mushroom block data values into multiple). --WolfieMario 13:44, 12 July 2012 (UTC)
- I like fix you suggested. Totally support. 93.106.164.34 13:38, 18 July 2012 (UTC)
- This is intended behavior, and has been clarified by Mogang. -- Debugman18
- Dinnerbone said it's not a bug, but said we can put it under annoyances. Intended or not, it is annoying. --WolfieMario 20:23, 31 July 2012 (UTC)
- I think a better implementation would be to have the blocks respond somewhat as grass blocks, growing the appropriate skin if exposed to an air block on that side. -- Featherwinglove 12:37, 27 July 2012 (UTC)
- Good idea. --Steve G. Wood 19:06, 28 July 2012 (UTC)
- Wouldn't that make all faces of a mushroom block that aren't touching another block use the "outside" texture? I would think that would cause problems with huge red mushrooms. E-102 Gamma 22:06, 30 July 2012 (UTC)
- Maybe use an algorithm similar to the one the villagers use to determine a valid door? If it's a top exposed to air, it gets a texture. If it's a side exposed to air, and there are no more mushroom blocks within, say, 2 meters, it gets a texture. Stems are a separate block so they won't be affected by this and will just get the non-top texture. --5thHorseman 22:21, 30 July 2012 (UTC)
[A] [Cr] The bug where you can't fly as fast through water and lava was fixed, but cobwebs still slow you down while flying in Creative mode. TorchicBlaziken 20:07, 14 July 2012 (UTC)
[A] Getting the right painting can be ridiculously tedious if you're unlucky. Can't we just have a right-click interface as has been suggested for mob spawners, and as has been implemented for redstone repeaters, so you can cycle through the paintings one at a time until you get the one you want? --82.69.54.207 14:55, 2 August 2012 (UTC)
[A] When collecting Mushroom blocks with Silk Touch it will not preserve the damage value. Right now, pistons must be used to make things out of the different types of mushroom blocks. TorchicBlaziken 23:49, 2 June 2012 (UTC)
[A] When placing Mushroom blocks of a damage value greater than 0, it will revert to 0 upon placing. This used to happen with Monster Eggs, before they were tweaked in 12w17a to prepare them for inclusion in the Creative Mode inventory. This should be changed because the damage values of mushroom blocks are now available using cheats. TorchicBlaziken 23:59, 2 June 2012 (UTC)
[A] When placing Wood Logs, Topside of log will be on side as if log is laying over. Happens with all logs (Oak, Jungle, Birch, Spruce), noticed in Creative and Survival Singleplayer, haven't tested in Multiplayer. --70.22.84.192 22:32, 2 August 2012 (UTC)
- If you mean that logs can be placed sideways, that is an intended feature. Partonetrain
- Ok, I just relized this was added in a snapshot
[A] Arrows will sometimes shoot through wooden fences. Hasn't been tested with nether fence nor with skeletons shooting though either fence. 70.22.84.192 1:48, 3 August 2012 (UTC)
Fixed/Skipped
Items
Bugs
[X] Cannot middle click on a block while holding flint+steel
[X] you can plant cocoa plants everywhere with "cocoa plant" item, picture: [[3]]
[X] [Cr] Ender pearls cannot be thrown -- Queegey 14:38, 1 August 2012 (UTC)
- They can. Just not while you're in creative. Switch gamemode to survival and you can throw --91.89.72.187 19:01, 1 August 2012 (UTC)
- I know, that's whay I added the little [Cr] , but it still annoys me when trying to make teleport extenders --Queegey 21:12, 1 August 2012 (UTC)
[X] Eating a food item (tried on bread and cooked beef) with almost full health results in actually eating two items from the stack, not one, which is unintended and slightly annoying. This happens even when the right mouse button is released very quickly, and doesn't happen if the health is low. I didn't have this problem in 1.2.5. 95.79.40.77 15:30, 1 August 2012 (UTC)
- I am pretty sure that this one should be under Bugs instead of just Annoyances.--Metroid95 21:20, 1 August 2012 (UTC)
- Upgrading from bug to annoyance. Moleculor 01:03, 2 August 2012 (UTC)
[X] Map does not work there is no image thatshows where you are.I never had this in 1.2.5 but now its a bug i just started a singelplayer world an i took a map and there was no image. and i had full healt.. but when i tried restart minecraft it didnt work either.then later i tried to make an new world and that dindt work.it only shows map_1. i made this 10.09, 3 August (UTC) [User:badvett]]
[X] Any map created after the first one will always show the completed first map, no matter where the consecutive maps are created. -- Haywood28 18:39, 2 August 2012
[X] if you place a boat on land then nudge it so it sinks some, then get in. The boat will fall through that block it's on. if you don't nudge it, it'll sink some when you get in, but not as much as to make you sink into the ground the next time you get in. --Jimlad42
[X] Sometimes a lily pad will still break the boat but it also drops the lily pad.
- I can confirm this. It can happen at any speed and water depth. I've made a video in which I reproduce the bug at various speeds and angles in both shallow and deep water. http://www.youtube.com/watch?v=u4uai1h3usc --Vaporizer 12:06, 2 August 2012 (UTC)
[X] Arrows shot from a moving boat often fly in the wrong direction. The same also happens with fishing rods. The following video illustrates the problem: http://www.youtube.com/watch?v=B3Lim4pzX7c. --Vaporizer 12:26, 2 August 2012 (UTC)
- Your direction isn't displayed correctly on maps when you're in boats either, these are likely linked.
[X] [MP] When travelling in a minecart on a track with another player in their cart on a parallel track, the other player becomes invisible after travelling around 100 blocks. We first encountered this yesterday (1.3 release date) whilst playing together on Vinyl Fantasy 2 adventure map when riding on the underground rails to the monument, however the same behaviour now also exists on our normal SMP world since updating to 1.3.1. The same thing also happens when travelling in boats too. --Rik1301 16:19, 2 August 2012 (UTC)
- I can confirm this. It happend to one of my SMP server that has a parallel (duplex) rail track spaced by one block. After getting of the cart, the other player becomes visible again within a few seconds (or maybe if he/she moves?). --Daybreaker 10:42, 3 August 2012 (UTC)
[X] If an item is in a hole in the ground, and you fill in the hole, the client will assume that the item goes up, and redraws/redisplays it on top of the block that you used to fill in the hole. However, this is predictive, and the client does not actually check with the server. In some cases, the server leaves the item down below, and you have to dig a hole one space down to pick up the item. The bug here is the client thinking it knows something, and presenting it as fact, without attempting to verify or correct what it shows. --Keybounce 06:12, 3 August 2012 (UTC)
[X] Additionally, this is a server-side bug in that it does NOT actually lift the item up when the hole it is in is filled. --Keybounce 06:12, 3 August 2012 (UTC)
Annoyances
[A] [Cr] Ender Pearls cannot be used in creative. I think it's intentional, but would be nice to be able to use ender pearls.
[A] [Cr] When you are in the survival tab of the creative inventory, shift clicking armor deletes the armor, and does not put the armor onto the player.
[A] [Cr] Potions of Harming and Potions of Healing (not the splash potions) are missing in the creative menu. --78.35.160.117 22:33, 1 August 2012 (UTC)
- Fixed the spelling errors for clarity.--Metroid95 21:21, 1 August 2012 (UTC)
[A!] When riding a minecart, sometimes you'll get damage randomly without any visible cause. This happens more in tunnels, especially on level 12, where you'll catch on fire. It appears it always happens on the same points.
[A!] The string from fishing poles behave strangely during casting and retraction. Also, it doesn't seem to be possible to catch fish at all in 1.3.1, but I may be wrong.
- It is possible to catch a fish; it is just that it does take longer each time you fish now (I may be wrong, but it strongly seems like that).--Metroid95 21:23, 1 August 2012 (UTC)
[A!] At times, items would fall, but you can not pick up the item. I would run into the same issue before 1.3 in servers. Because of Minecraft now running on an Internal Server, it may be the same issue causing it.--Metroid95 21:27, 1 August 2012 (UTC)
[A] The Golden Block Apple is supposed to be like the old Golden Apple, but it does not restore 5 hunger bars and 24 saturation like it used to. TorchicBlaziken 06:14, 3 August 2012 (UTC)
Fixed/Skipped
World Generator
Bugs
[X] . Known in [SP] [Cr] . Villages have generation issues, such as several halves of buildings in the area, or floating buildings, as well as floating gravel pathways (since they are generated floating, the remain so until they are broken), and floating farms. NINJAS KICK BUTT 15:17, 1 August 2012 (UTC)
[X] There might be some problem with the generation of structures. In the seed 6143255795800914827 at X: 174 Y: 74 Z: 534 it is possible to see that a Desert Pyramid spawned in a Jungle/River biome, as seen in the F3 menu.
- I've also seen a Jungle Temple that was generated at almost completely over air, though the entrance was reachable via high ground, brush, and vines. --Mental Mouse 12:07, 3 August 2012 (UTC)
[X] [NEEDS TESTING] Sometimes, the bonus chest feature will not work. Not sure if this is because the chest is somewhere underground, or if the chest is not being spawned. So far, only observed in Jungle biomes. ~ coolawesomeme 03:53, 2 August 2012 (UTC)
[X] Just like abandoned mineshafts were before the floors were implemented, strongholds generate weirdly when they cross a ravine. The seed -623160645725253637 is a good example of this with a stronghold in a hole close to spawn which crosses an underground ravine. TorchicBlaziken 22:00, 4 May 2012 (UTC)
[X] Desert Village blacksmiths still use stone half-slabs. Why not sandstone? --PlNG 18:06, 2 August 2012 (UTC)
[X] Diamonds, like emeralds, will only generate in Mountain Biomes. (Not sure if bug, intended, or bad luck.) Observed no diamonds in extremely large cavern at diamond level in a Jungle Biome. – Unsigned comment added by 98.165.234.143 (talk). Sign comments with ~~~~
- Bad luck and not a bug. Currently digging diamonds out of Jungle, Desert, Swamp, Ice plains. --Kumasasa 06:14, 3 August 2012 (UTC)
[!!] Cannot create or play any worlds that were made in 1.3.1. When creating a new world in 1.3.1 it stays on "Converting World" forever, and when playing worlds from the internet or other places it says "Loading World" forever. In console it says Verify Error in class gk. Please Help!
| Crash Report |
|---|
---- Minecraft Crash Report ---- // Why did you do that? Time: 8/2/12 10:42 AM Description: Exception in server tick loop java.lang.VerifyError: (class: gk, method: <init> signature: (Lnet/minecraft/server/MinecraftServer;Laed;Ljava/lang/String;ILuw;Lgq;Lij;)V) Bad type in putfield/putstatic at axu.a(SourceFile:67) at axu.b(SourceFile:93) at net.minecraft.server.MinecraftServer.run(SourceFile:291) at ep.run(SourceFile:539) Relevant Details: - Minecraft Version: 1.3.1 - Operating System: Mac OS X (x86_64) version 10.7.4 - Java Version: 1.6.0_33, Apple Inc. - Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Apple Inc. - Memory: 504596744 bytes (481 MB) / 554369024 bytes (528 MB) up to 1069416448 bytes (1019 MB) - JVM Flags: 3 total; -Xbootclasspath/a:/System/Library/PrivateFrameworks/JavaApplicationLauncher.framework/Resources/LauncherSupport.jar -Xms512M -Xmx1024M - Type: Integrated Server - Is Modded: Unknown (can't tell) - Profiler Position: N/A (disabled) - Player Count: 0 / 8; [] - World New World Entities: 0 total; [] - World New World Players: 0 total; [] - World New World Chunk Stats: ServerChunkCache: 1 Drop: 0 |
Annoyances
[X] Many black areas in map. Fixed when a player goes in the black area.
Fixed/Skipped
Mobs/NPCs/Animals
Bugs
[X] [?] Sheep appear to have no wool, save for their legs which appear in several different wool colors. User:RadiantChaos/Sig 17:46, 1 August 2012 (UTC)
- You have weird sheep. Seems perfectly fine to me (Screenshot). Added [?] . Everystat13 17:57, 1 August 2012 (UTC)
[!] [MP] Tamed Wolves/Dogs: If a player attacks you, and you have tamed wolves, they become aggroed towards that player. They won't stop attacking said player until that player is slain. If the player logs off or is killed, the dogs still growl but otherwise behave like they are not aggroed. However, if they are left sitting down and the player walks away, they despawn as if they were a hostile mob. This is likely because the game thinks they are hostile untamed wolves. Below are a few different solutions I thought of.
- Add an exception to the despawning rule for dogs
- Make dogs not attack other players
- Add a timeout so dogs stop targeting something if they don't get a hit within x number of seconds
- Make a loop that runs every 5 minutes or so to check if a dog is aggroed, clear target it if is
I'm using Minecraft 1.3.1, but this has been happening since 1.2.5, including all snapshots between those two releases.--Takato14 16:52, 2 August 2012 (UTC)
[X] In peaceful mode mobs will spawn but instantly disappear on SMP(Haven't tried in SP)
[X] When pushing Villagers in minecarts, they became invisible for long amounts of time. Might have something to do with changing altitude.
[X] Mobs (Villager) still glitch through (down) blocks. Minecraft5025 18:18, 2 August 2012 (UTC)
- Other mobs do this too (in my case skeletons), allowing them to escape XP mob traps that were previously safe. -- Anonymous Coward 19:57, 2 August 2012 (UTC)
[X] When a large number of mobs are confined in a small area, the graphic of some of the mobs will occasionally 'drift' out of the area in which they are contained. This seems to be purely visual; you can not interact with the 'drifting' mob, and if they are aggressive they do not look at you or attack you. --JustP1 16:10, 2 August 2012 (UTC)
- The leak is mostly graphical, but occasionally real, especially with server starts/stops. It is not nearly as bad as 1.2.5, but as an example: 16 pens, each pen a 4x4 fence around a 2x2 grass area, with 10 sheep in each, will result in 2-3 of the sheep wandering around; coloring of the sheep shows which pens, and so far never more than one from each pen (but it's early testing yet ...) --Keybounce 05:55, 3 August 2012 (UTC)
[X] Chickens still look down at the ground instead of up at you, both when you're holding wheat and under normal circumstances. --Rifflesby 00:43, 3 August 2012 (UTC)
[X] Mob Eggs will on a occasion produce twins, most noticeable with cows. 70.22.84.192 24:15, 3 August 2012 (UTC)
[X] Ocelots can't be tamed. Can be fed and hearts appear but they don't turn into cats. 70.22.84.192 1:35, 3 August 2012 (UTC)
- Not a bug. Much like wolves, they only have a 1/3 chance of being tamed for each fish you give them. -- Orthotope 06:09, 3 August 2012 (UTC)
- I used multiple stacks of raw fish on one ocelot, same result on other ocelot. I'm sure that's not right, I even restarted the game. I get wolves to be tamed just fine. 70.22.84.192 5:28, 3 August 2012 (UTC)
[X] Animals still appear to jump over the top of two high fences. That's jumping over a 2.5 block tall barrier. --Keybounce 05:55, 3 August 2012 (UTC)
Annoyances
[X] [SP] [Su] [Cr]
Sometines when hitting a mob, it's left side of his head turns white. It's a graphical glitch.
This should also be in the Graphical/Bugs. This only happened on Zombies, Spiders and Cows (As far as I know)
Proof: http://shrani.si/f/b/vx/4v3lVjH6/2012-08-01151820.png (Screenshot)
TDDxD 19:34, 1 August 2012 (UTC)
- Here's some more screenshots I took back in the snapshots. On cows, pigs, ocelots, zombies, creepers and squid it is the left side of their head. On the player, it is the inside of the right arm. Cannot reproduce on skeletons, sheep or spiders, but it also seems to stop happening sometimes. Darkinnit 10:46, 2 August 2012 (UTC)
[X] Mobs, including the player outside of Creative Mode, can breathe under lava. This is an oversight that has existed ever since Indev when the air meter was added to water, but Notch apparently forgot to add it to lava because back then it was impossible for any mob to survive under lava, which has changed since the addition of naturally fire-immune mobs in the Nether and potions of fire resistance. While it is true that it does not affect the gameplay much, it is still a bug. If the idea of Ghasts drowning in lava waterfalls is troubling, then Ghasts could simply be set to be able to breathe underwater.TorchicBlaziken 23:22, 21 June 2012 (UTC)
[X] [SP] [Su] [Cr] The jumping animations of mobs (but also when they move standing in place) appear a bit laggy, jerky. 31.188.214.44 20:11, 1 August 2012 (UTC)
[A] You can't download a new skin. Solution:
- upload the skin that you want to minecraft.net/profile. (do not exit out of or log out of minecraft.net)
- run minecraft then save and quit (you should have your current skin.)
- reupload your current skin.
- run minecraft then save and quit again (now your should have the default steve skin.)
- finally upload the skin that you want and run minecraft to make sure that you have the skin that you have just uploaded.
- {this may not work 100% of the time (because uploading skins is very glitchy anyway) but it worked for me.} – Unsigned comment added by 98.80.89.97 (talk). Sign comments with ~~~~
[A] Entity type IDs are converted to byte when send from the server (MCP class Packet24MobSpawn, second constructor) even though the field "type" is an integer. This will reduce the amount of additional entities for mods to just 213 instead of 231-1. --Barracuda 08:48, 3 August 2012 (UTC)
Fixed/Skipped
Graphical/Lighting
Bugs
[X] Since block damage is visible to all clients on a server, there is a small issue with the damage image being left over after the block is destroyed in creative. A zombie was destroying a door, the zombie died, and I destroyed the door whilst in creative. As you can see, the resulting damage from the zombie remained in the air. https://bukkit.atlassian.net/secure/attachment/12917/2012-08-02_18.32.32.png
[X] Strange transperant stripes in the water which look to act similar to the dark spot that appear randomly. [Screenshot needed]
- Found one while on a multiplayer server: Screenshot --Bilde2910 17:14, 1 August 2012 (UTC)
- Found these in many places, the water dips down slightly for no reason.
[X] Some burning mobs burn with a disproportionately large fire. Victims of this bug so far are brown spiders and small and medium slimes. The fire size seems to be [random with slimes http://i.imgur.com/rOPMa.png].--PlNG 03:12, 2 August 2012 (UTC)
[X] Some chunks will not load properly, creating very large 'world holes'. The chunks only load when the player enters them.
[X] System: Mac, 10.7.4, J6. Issue: 1.3 pre-release worked just fine. 1.3.1 release gives me this error on startup:
27 achievements 195 recipes Setting user: keybounce, -7622254910798163513 Client asked for parameter: server LWJGL Version: 2.4.2 Starting up SoundSystem... Initializing LWJGL OpenAL (The LWJGL binding of OpenAL. For more information, see http://www.lwjgl.org) OpenAL initialized. ########## GL ERROR ########## @ Pre render 1281: Invalid value
The GL Error only shows once (unlike previous iterations where it never stopped).
However, surprise surprise, neither Too Many Items NOR What's My Light Level are working; the 1.3.1 version is tested in both cases.
The graphic error occurs with no mods, or with any tested group of 1.3.1 mods. The lack of function on TMI/WMLL was tested with both by themselves, or as a pair.
I cannot test other configurations. I suspect this may be a Mac specific issue.
Again: 1.3 pre-release worked (no mods, no errors); 1.3.1 release gives errors, with or without mods. --Keybounce 04:39, 3 August 2012 (UTC)
[X] Lighting still sometimes creates areas that are pitch black when they shouldn't be, usually on inside corners with a block above them.
- This seems much more common in 1.3.1 than it ever was in 1.2
- I see this bug has been moved to annoyances and is marked as minor. Does that mean mobs no longer spawn in these dark areas? In 1.2.5 mobs would spawn in the areas that were dark until I walked over them and updated the light map.
- While this was under the "Annoyance" header, it is marked as a bug, not an annoyance. I have moved it back to the bugs header, because it is a bug if monsters are spawning where they should not, or if you cannot see what's right in front of you. --Keybounce 06:48, 3 August 2012 (UTC)
Annoyances
[A] When two players wearing the same armor with the same enchantment are near each other, when one is mining, the other's armor performs the arm swinging animation.
Chest
When two players make with shift items in a chest. The items have now graphic.
World generation and switching worlds
[A] When generating a new map, or switching from one world save to another, a lot of invisible underground structures and terrain are incorrectly rendered visible, instead of the surface terrain which should be rendered visible, in chunks near the player, this is really annoying and there exists that the possibility that inexperienced players could die due to fall damage from invisible surface terrain they fall onto due to the surface terrain in chunks next to the player not rendering at all in extreme instances. A temporary workaround is to exit and restart Minecraft every time you generate a new map or switch from one to another to limit this error, however, it is still possible that in some instances surface terrain will still not render properly resulting in chunks incorrectly rendering underground structures. BrickVoid 23:58, 1 August 2012 (UTC)
Fixed/Skipped
Sounds
Bugs
[!] - There is still an issue with missing pickup sounds, missing sounds for breaking certain blocks and missing footstep sounds on certain surfaces using OSX Mountain Lion. It is possible to fix the sounds by updating LWJGL (2.8.4) but doing so causes visual problems (rapid spinning when entering fullscreen and just perceptible flickering). This means either having to play the game without sound or not play at all because the flickering effects causes headaches. --Tseotet 19:37, 1 August 2012 (UTC)
- Confirmed. I was wondering why it was so quiet. I didn't realize it started after I installed Mountain Lion. I did not try updating LWJGL so I can't confirm the visual problems 132.203.168.221 04:51, 2 August 2012 (UTC)
[X] The exit teleportation sound does not play when using a Nether portal. 71.49.73.93 00:12, 2 August 2012 (UTC)
[X] [MP] Sounds are delayed by about 1-2 seconds. Actions, however, are not. This means that eating food will not start playing a sound until three-quarters of the way through consuming. --124.181.138.12 10:35, 2 August 2012 (UTC)
- I can confirm this too. We are getting the same on our server and sometimes sounds are delayed by over 1 second with the "backlog" of sounds (eg. from a line of placed blocks) suddenly arriving in a bunch. The actual block placement is happening in real time and no issues there, it's just the sound delay. Our server location is in the next city and we experienced no such issues in 1.2.5 so it's clearly a bug with 1.3 and nothing to do with "servers with a slightly less than great connection". --Rik1301 23:07, 2 August 2012 (UTC)
- This seems to only happen on SMP servers with a slightly less than great connection. I can't find it on Single player, nor does it happen on the rented server hosted withing the same state as me. It's almost as if the server is controlling the few sounds, block placing, footsteps and eating. Breaking, punching animals all have the timely sound response.
Annoyances
[A] -client doesn't download sounds until a few minutes after update is installed leaving people who fresh install without sound. Additionally after sound files are downloaded the client may still take a few minutes or completely fail to initiate sound.
[A] Sound volume controls only exist for "music" and "everything else". There is no way, for example, to turn down farm animals and rain, while keeping important stuff (mobs walking towards you, note blocks, hostile mobs making noises, etc) loud. --Keybounce 06:43, 3 August 2012 (UTC)
Fixed/Skipped
Menus
Bugs
[A!] The inventory menu in creative mode for Linux (Ubuntu 10.04, Oracle Java 6) is messed up. Graphics display improperly for tabs.
Picture:
wyatt8740 09:00, 2 August 2012 (UTC)
[X] [?] The stats menu doesn't contain any Emerald items.
--HDlowrider 16:03, 1 August 2012 (UTC)
- I see them perfectly fine. Try going off creative next time. Added [?] Everystat13 17:44, 1 August 2012 (UTC)
[X] In the Statistics, the Cocoa plant is shown with a bugged sprite (also shows bottom). Everystat13 17:46, 1 August 2012 (UTC)
[X] In the statistics menu, an unnamed Ink Sac can sometimes be found, with a 'Times Used' count. (Not sure if reproducable) Everystat13 17:49, 1 August 2012 (UTC)
- Confirmed. I have this unnamed Ink Sac in the Items list between Coocked Fish and Bed, and it says "Times Crafted: 556" and "Times Used: 538". I created this world in the 12w30b snapshot, and I have done pretty much nothing in 1.3.1 until now (except for walking around). 91.144.213.35 04:05, 2 August 2012 (UTC)
[X] [?] In the Statistics menu, dyes are not shown after being used on sheep. (Not sure if bug) Everystat13 17:52, 1 August 2012 (UTC)
[X] [MP] When pressing the List Player Button only a grey square appears where the list of players is supposed to be.
[X] When using the inventory during sunset, the sky gets lighter. If I roll over an item, it gets darker. Mee Merone 07:05, 3 August 2012 (UTC)
Annoyances
I can't get onto any of the servers I am on. I don't know whether there is a bug with java but there is something wrong. --TemptingTemptress 13:49, 1 August 2012 (UTC)
- The server hosts probably haven't updated to 1.3.1 yet. If they haven't, the client will refuse to connect to the server. otherwise, if they have updated, this could be a problem. -- Queegey 14:45, 1 August 2012 (UTC)
Fixed/Skipped
In-Game Interfaces/HUD
Bugs
[X] When right-clicking items from a 'held stack' to a hotbar slot one-by-one, the hotbar slot sometimes does the pickup animation. Everystat13 17:38, 1 August 2012 (UTC)
When the button Alt Gr and Echap is pressed at the same time are the client freeze
[X] The F3 display of lighting info -- bl / sl / rl -- does not give useful data. At night, outside, it will show bl 0, sl 15, rl 15. Near as I can tell, bl is "burn light" -- how much light you are getting from torches, sl is sky light -- how much light you are getting from the sky, and rl is the higher of those two.
[b]EXCEPT[/b]: It's not the game's light level: it's the graphic engine's light index. The moon has light level 4, but still has 15 levels of display lighting (and I can detect about 10 on my computer display).
Result: When the actual game light level is 4, I see numbers of 0 (no torch), 15 (maximum sky), 15 (meaningless result number), and this corresponds to the graphic engine using a 0,15 index into a moonlight table.
Note that this makes RL useless. Torch + sky, for example, will show the same RL as sky alone, yet torch+sky has a much brighter display (And the same game brightness).
In fact, this may point to a flaw in the game's lighting assumption/mob spawning system. The same display brightness given off by a torch (only) at light level 8 might match the display brightness given off by torch+sky at torch 6, sky 6, yet with the same visual lighting you now get mobs.
--Keybounce 06:26, 3 August 2012 (UTC)
[X] This is old, and may be a limitation of java: If I click on a button in the menu, the mouse-down is recorded at the last place the mouse-move was seen. If I am alt-tabbing between apps, this is not where the mouse currently is.
- Verified on Macs (both); not tested on wintel. --Keybounce 18:33, 25 July 2012 (UTC)
- Verified on Macs (both); not tested on wintel. --Keybounce 18:33, 25 July 2012 (UTC)
Reposted: --Keybounce 06:30, 3 August 2012 (UTC)
Annoyances
Fixed/Skipped
Chat/Commands
Bugs
[X] Cheats default to "off" in survival worlds created in 1.2.5 or before. This also seems to apply to pre-1.3.1 worlds downloaded and installed that were set to Survival. This is at least an annoyance because I cannot shift even a copy of those worlds to Creative, and quite possibly a bug because Survival Cheat worlds can be created manually in this update. Suggested fix: When first loading a new world in 1.3.1, give the option once of "Enable Cheats? Yes/No".
[X] [SP] Sometimes cheats do not work. The world has to be deleted and a new one has to be made for the cheats to work again. Everystat13 17:14, 1 August 2012 (UTC)
[X] [MP] Whilst in the Overworld, attempting to teleport to a player who happens to be in the End causes you to be teleported to what I assume is their coords, but in the overworld. Previously it used to deny the TP, saying "Players are in different dimensions, no TP". I haven't tested attempts for players in the Nether or vice versa etc. Listing this as a minor bug as you can now tp to coords (e.g. 0 80 0) to "escape" any unusual locations (I ended up in lava because of this bug). Darkinnit 09:54, 2 August 2012 (UTC)
[X] [MP] In SMP the whisper command no longer works. Typing "/tell username message" now results in "Unknown command. Try /help for a list of commands" where said command is not even listed. Rik1301 16:00, 2 August 2012 (UTC)
- I am able to reproduce. Attempting /tell as non-op gives no server output or client output; attempting it as op gives server output "[INFO] jorr issued server command: /tell Player hey" and client output "Unknown command. Try /help for a list of commands" --Jorr 18:12, 2 August 2012 (UTC)
[!] [MP] No commands work as non-op. Not even /help. /seed will give the server output "[INFO] jorr issued server command: /seed" and client output "You do not have permission to use this command" but that is the only command that gives any response. I believe the desirable behavior is to have all commands (including nonexistent commands, e.g. /home) should log to the server with "[INFO] <player> tried server command: /command [args]" and some sort of helpful client message. --Jorr 18:12, 2 August 2012 (UTC)
[X] You can no longer use a negative adjustment for "/time add" to rewind the daylight. You can no longer use a negative time set -- "/time set -1000" to give people one game hour to run and find a place to call "home" before the battle begins at 6:00 am gametime.
Work-around: Learn other timestamps. Annoying. Use a pair of /time sets, one for 23000, and then another for 0 to start the game.
Classified as a minor bug because: Used to be possible; cannot see a reason for removing; is useful.
--Keybounce 23:47, 17 July 2012 (UTC)
Reposted: --Keybounce 06:19, 3 August 2012 (UTC)
Annoyances
Fixed/Skipped
Language/Text Files
Bugs
[!] You cannot use polish letters: ąężźćśńł. Only "ó" is allowed. This bug is on all versions of Minecraft. I hope you will fix this, because it is very annoying in multiplayer chat. --velvetpro 02:02, 2 August 2012 (UTC)
[X] There is a bug in one of splashes:
From list of splashes:
| 292 | Cześć Polska! | Polish for "Hello, Poland!". This is grammatically incorrect, as the actual version should be "Cześć Polsko!". |
|---|
--velvetpro 02:02, 2 August 2012 (UTC)
[X] IME support is (still) missing -- as noted by others previously, too. I think the developers should start to examine this problem, because 1.3 release is a major milestone in terms of software engineering.
I found that the latest version of LWJGL (2.8.4) can handle IME to some extent. I could type Korean characters on Windows, with the following limitations:
- The completion of a character must be committed explicitly by pressing the space bar twice or using an arrow key, whenever I try to insert a space between words or to press enter to finish typing. This is very annoying for Korean users. (Not sure for Japanese/Chinese users...)
- I'm not sure this should be fixed by Minecraft or LWJGL, though.
- Even this flawed typing is only supported at chatting & item search box in the creative mode. Not at all possible with signs & book and quills. The latters do not seem to use any generic text input UI elements.
- The IME state is not changed after finishing typing, and thus the in-game keys such as A, W, S, D, I do not work. They are delievered as Korean characters to the game even when the user is not using a text box. We should change the IME state manually to the English mode.
On Mac, the character is not properly composed and only the first-typed consonant is actually given to the text box. I have not tested on Linux since I always play Minecraft on Windows or Mac.
I know this issue is hard to inspect for Western developers since most of them may have no experience on character composition systems used by most East-Asian languages. I think http://en.wikipedia.org/wiki/Hangul and http://en.wikipedia.org/wiki/Korean_language_and_computers would help you to understand. Major operating systems such as Windows/Mac has their own IME(input method editor) API and contains a default IME implementation for all languages. Linux has a wide variety of 3rd party IME applications for GNOME/KDE GUI environments.
Technically, all text inputs must be implemented to use operating system-provided IME APIs, instead of manually appending individual characters to the value string on key-press events.
So I suggest the followings:
- Update the LWJGL library distributed with Minecraft to its latest version.
- Use a generic text GUI element for every text inputs, including signs & book and quills.
- Disable IME when any textbox does not have focus, to prevent unintended translation of keys for the gameplay (e.g., A/W/S/D/...) by IME.
- Expose a mod API that enables customization of text inputs.
--Daybreaker 11:36, 3 August 2012 (UTC)