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.
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Full releases
Pre-releases
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Weekly releases
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Crashing/System
Bugs
Annoyances
Fixed/Skipped
Gameplay
Bugs
- [X] When standing in water that flows in north/southbound direction and touching a wall at the same time, player loses health. Can potentially kill an idling player. Game says "X suffocated in a wall" when the bug kills you. Video here: http://www.youtube.com/watch?v=77TAaiNnfyw -- bionik at gmail.com
- This glitch was already present in the preview 1.3 86.212.172.34 14:41, 30 July 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.
A proposed fix would be to make prices based on their cost in raw materials, and rank the materials roughly in line with their actual rarity. Farmables should have a very low value compared to non-renewable items such as mineables, because the current system leaves major exploitability from farms. Farmable offers should not be removed, of course, as it does still take time and effort to build farms, harvest them, and make the trades. One can consider comparing the amount of time it takes to farm a given amount of an item to the amount of time it takes to come across a given amount of another item when mining.
Server administrators are considering disabling trading and villagers on their servers because of the current imbalance, so this is a major annoyance. --WolfieMario 16:49, 28 July 2012 (UTC)
- Someone also made a detailed report on an older snapshot on how villager trading is not renewable too. It needs major attention. --Steve G. Wood 18:56, 28 July 2012 (UTC)
- Agreed. Please see this forum thread: http://www.minecraftforum.net/topic/1253062-npc-trading-brainstorm-thread-add-your-ideas/page__gopid__15823395#entry15823395
http://www.minecraftforum.net/topic/15617-idea-about-traders/#entry12330837
- There are others. Basically, fixed prices that do not respond to what's happening / supply / demand will "never" be the right price. These are, as I said in a now locked thread, worthless. Remember, people have found that the best way to deal with NPC villagers right now is to kill NPC's that don't have wanted trade offers just to keep getting new ones. --Keybounce 19:05, 28 July 2012 (UTC)
- You also cause a trading system to be stupidly broken (any trading system) by allowing the merchants infinite stock and infinite liquidity. This is (IMO) another part of the same annoyance. Fixing one aspect but not the other won't be enough to address the issue. --Simons Mith[82.69.54.207] 00:49, 30 July 2012 (UTC)
- I don't think traders need to simulate commerce that realistically at all. Minecraft's not a realistic game, after all. I'd like to think of traders' offers as equivalent to the infinite world: it should take time and effort to make a profit off them, just as mining, hunting, and adventuring are. There don't need to be finite stocks and variable prices: the stock of the Minecraft world itself is infinite, and its prices are fixed. The only issue I find with the traders is that their prices are way out of line with the rest of the world. When abandoned mineshafts were added with the possibility of diamonds contained in chests, they weren't made to contain a stack of diamonds each.
- I believe a rebalancing of trading can be done with minimal effort to the Mojang team (who are obviously in a rush to release 1.3 already), if the players can provide a fair pricing for every villager offer available. I myself am going through the process of creating the required numbers, with an eight-step process to consider the many things an item's value can hinge on. I'm nearly done, and will post the resulting spreadsheet soon, for all players to give their input and hopefully convince Mojang to replace their numbers with the numbers the majority of players find fair. --WolfieMario 02:30, 30 July 2012 (UTC)
- Proposed fix intended to be easy to implement, with minimal changes to trading mechanics! See this chart (alternate link). Basically, I propose that the current values for offers be replaced with the values in the "NPC Trader's Price" column of that chart. As 1.3 is close to its release, it's unlikely any Mojang staff have the time to implement something that significantly reworks trading mechanics - reworking pricing, on the other hand, is fairly simple once the numbers exist. This chart is an attempt to balance pricing, ideally without nerfing trading too badly and without leaving it overpowered. No offers have been added or removed, only pricing has been changed.
- The only change to trading mechanics would be for the handling of offers which cost more than 64 or 128 emeralds: if the offer costs more than 128 emeralds, emerald blocks must be used in addition to emeralds. If the offer costs more than 64, but less than 128, then both input slots may be used for emeralds.
- I will eventually make a thread on the forums for more detail, but basically, I spent a good 25 hours or so rebalancing trading based on a multi-step process. That spreadsheet is fully dynamic; a change to one cell is liable to change many others (e.g. decreasing the value of wood decreases the value of coal, and thus, all smelted items would go down slightly). I'll also upload the spreadsheet itself, for anyone to play around with. EDIT: Forum thread is up
- Obviously, it's not one player's right to set the prices for all trades - I'm asking anybody to chime in here, and say whether they think these prices are fair, or whether changes are required! However, if your suggestion is a complete rework of trading mechanics, please make that a reply to the issue itself, not this post - the idea of this post is for a quick fix which can be implemented, if not before 1.3's release, at least hopefully some time shortly afterwards. --WolfieMario 18:26, 30 July 2012 (UTC)
- First issue: Your calculations for chainmail are off; they should be significantly less than iron, closer to leather. Second issue: That might point to a flaw in the underlying equations you use for modifying the first few columns. --Keybounce 20:01, 30 July 2012 (UTC)
- Third issue: The mapping between NPC Trader's price, and fair price in iron ignots is highly inconsistent. --Keybounce 20:04, 30 July 2012 (UTC)
- Chainmail is identical in durability to iron. Chainmail helmets, in fact, are identical to iron helmets in terms of both durability and armor points. All other pieces of chainmail have only one armor point (half a chestplate icon in your armor bar) fewer than iron. Leather has a fraction of the durability and armor points, and is made out of an easy-to-farm material. For the actual value of an item, you should look at the "Adjusted for Usefulness" column, not the column of a villager's price for it. In that column, chainmail is indeed worth less than iron; the complication in discerning its worth is that trading is the only source of the item. The reason its price is raised by the villager is because it can only be earned from trading; you'll see chainmail is more costly than iron in vanilla's villager trading as well. Really, that's more up to the developers than the players, as is any item that can't be earned outside of trading.
- For your second issue, what flaw do you find in the first few columns? Chainmail essentially has no 'first few columns', because trading is the only way to obtain it. There is literally no basis for the item's value, except its usefulness, so I decided to interpret its base cost as equal to iron armor (taken from the "Adjusted for Crafting/ Smelting" column. It's based directly on iron, as I had nothing better to approximate it with. Really, I don't think chainmail is the biggest issue in villager trading; certainly not big enough that it somehow throws off all my other values.
- Finally, you are reading the chart wrong in the iron columns. It says the price in iron per stack. Most items stack up to 64, while ender pearls stack to 16, and many items only 'stack' to 1. Otherwise, the value in iron says "fair trade": it uses the values of the "Adjusted for Usefulness" column, not the "Adjusted for Retail" column that villagers use. For clarification on all of this, please see the topic: it goes over all columns in detail. Anyways, hopefully I'll update the spreadsheet soon, so you can see all my calculations yourself. --WolfieMario 20:28, 30 July 2012 (UTC)
Fixed/Skipped
Blocks
Bugs
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)
- 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)
Fixed/Skipped
Items
Bugs
[X] Potions may last shorter than specified on the label in the inventory. Tested with 7 potion effects (as in this screenshot), the Slowness potion went off when there was 8 seconds left, happened to other potions as well. Bilde2910 14:59, 30 July 2012 (UTC)
[X] Chest lag is perhaps the best short description I can come up with; occasionally when I put items in a chest or remove them or even just rearrange them in the chest the interaction with the chest will reset itself after 3-10 seconds or so; the items I thought I got out of the chest or got out of my inventory will be back where they were before. This can happen with shift-clicking or without it and I've not been able to notice a pattern to this. (Running on 32 bit Java on Vista 32; seen both on SSP and SMP on local machine server) Oodleook 20:06, 30 July 2012 (UTC)
Annoyances
Fixed/Skipped
World Generator
Bugs
[X] Strange transperant stripes in the water which look to act similar to the dark spot that appear randomly. [Screenshot needed]
Annoyances
Fixed/Skipped
Mobs/NPCs/Animals
Bugs
Annoyances
Fixed/Skipped
Graphical/Lighting
Bugs
Annoyances
[A] When lava and water meet, no steam particles are produced. -Debugman18
Fixed/Skipped
Sounds
Bugs
Annoyances
Fixed/Skipped
Menus
Bugs
Annoyances
Fixed/Skipped
In-Game Interfaces/HUD
Bugs
[X] If a player gets applied a large amount of potion effects, the labels in the inventory will overlap as seen in this screenshot. Tested on Single Player, LAN not enabled. Bilde2910 15:00, 30 July 2012 (UTC)
Annoyances
Fixed/Skipped
Chat/Commands
Bugs
Annoyances
[A] There are no /ban or /kick commands on LAN servers, it's annoying if you have a griefer among your friends on your network, as the only way to get him out is to save and quit the world. After you launched again, he might join again and continue causing harm. --Bilde2910 19:18, 30 July 2012 (UTC)