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Organization of This Page & Instructions[]

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

If you're unsure of an issue, it's good practice to post about it on the talk page to see whether others can reproduce it. Make sure you're testing the bug in the correct version (for this page, that's weekly 12w08a) with no mods installed. Also, make sure to proofread your issue report before submitting it; unintelligible issue reports come off as inconsiderate and disrespectful. Finally, please determine which game mode(s) your issue appears in, and flag it with the appropriate label(s).[1] (Also, note that if, for example, a minor annoyance appears in both single-player and multiplayer, and in both creative and survival modes, you should label it as [A] , not [A] [SP] [MP] [Su] [Cr] .)

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

Please sign all issue reports and comments by typing ~~~ (three tildes; tilde may be found above Tab ↹ on USA keyboards, and to the right of @ on British keyboards).

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

Issue Labels[]

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

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

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

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

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

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

Labels that Mojang (not you!) uses: (Please place these tags in front of existing issue labels; do not remove the existing labels.)

  • [F] = Issue for which a fix will appear in the next update.
  • [N] = Not a bug; intended behavior. By definition, this label is inapplicable to annoyances; annoyances are not bugs.
  • [S] = Issue that will not be fixed in the next update.
  • [U] = Issue that Mojang has tested but was unable to reproduce.

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

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



[!!] macOS Minecraft never fully quits and disrupts all programs running and will require a hard computer reset on Mac OS X.

  • Not seen on MacOS 10.5.8
  • Not seen on MacOS 10.7.2
  • This is a temporary bug, depending on your opened applications and your free RAM. Click to the red button at the top left first to avoid this bug. NaNdummy 14:37, 24 February 2012 (UTC)

[F] Client blackout when it receives a biome value above 22.

[!!] The game crashes if you type a seed for generating a new world

  • WindowsCan't confirm this bug on my platform, precise yours. Dexes TTP 23/02
    • WindowsCan confirm on Win7 64x running Java 6 Update 30 32bit version. Only happened when MC was in fullscreen and resulted in a JVM crashGetjack 22:50, 23 February 2012 (UTC)
      • WindowsDidn't occur on my Win7 x64 system with Java 7 x64 RogerDeath 01:19, 24 February 2012 (UTC)
        • WindowsHappened to me. Closed minecraft and restarted, everything worked fine, seed and all.

[!] Windows Going to windowed mode after being in fullscreen the Screen will be Black utill i click other places out side the minecraft window --Darkmtbg2 17:19, 24 February 2012 (UTC)

[!] Windows Placing blocks in certain locations crashes the game on my system (for example, anywhere near/within a large tower which is also experiencing lighting bugs). The tower is basically a large number of floors extending from the bedrock layer up to the original sky limit. Since 12w07b, this tower has been lit as if it were daylight on all levels, and is very glitchy looking and flickering near the bottom floors.

  • Linux Don't know if it is related, but I also experienced lots of crashes when strip mining below level ~50.

[F] Going to the video options crashes the game.

  • Linux currently only tested on x64 linux with nvidia graphics/drivers. Nosrepa 21:27, 25 February 2012 (UTC)
  • Linux Not reproducible on my x64 linux install, which uses official AMD graphics drivers. 02:22, 26 February 2012 (UTC)
  • Windows Confirmed on Win7 x64 (service pack 1) running official AMD graphics drivers (I have Mobility Radeon HD 4650). tfbekk
  • I think this is due to a modified options.txt (such as when using mods). I added extra checks to prevent array out of bounds exceptions, but I'm not sure if this is the real problem. /jeb

[!!] Loading an old map from Alpha makes the game slow and laggy and eventually crash within one minute.

  • Windows Tested on Win7 x64, happened since snapshot 12w08a.

[!!] Converted worlds (Mine is a 1.1 world) Crashes, has major lighting errors. http://dl.dropbox.com/u/32165486/2012-02-26_13.57.59.png ZuppaHD

[!] macOS Launching Minecraft, moving the window to another monitor and enlarging it, entering the game, and then pausing the game will cause an immediate crash, unless the game was paused at least once before the window was repositioned. This appears to have something to do with the detection of the mouse cursor position, based on an exception report I saw on an old version. kpreid

[!] When Minecraft crashes (encounters an exception) such that it goes to ‘Saving chunks’, the exception-report text screen appears very briefly and then the window goes black, thus making it impossible to view or copy the exception report and thus preventing Mojang from getting good bug reports. kpreid

[!!] Windows When going in a world, after 5 seconds or so, the game will go to a screen saying "Saving Chunks" and then crash about 20 - 30 seconds later with a black screen. Retrying, restarting Minecraft, using the save file/world's "level.dat_old" doesn't work. Tested on 12w08a.

macOS When building at the top of the new height limit, placing blocks crashes the game with a "saving chunks" screen. (This may be related to the post above which mentions crashes to a saving chunks screen.) Tested on 1.2 Pre-release.


[A] The game is quite laggy when switching to another window and then reswitching to it Dexes TTP 23/02

  • I can't confirm this, maybe it's your computer --Galaxy_2Alex (Talk)
  • Similar issue on my console. Problem occurs when RAM allotments are exceeded for your computer. As Minecraft is a RAM-intensive program, issue can be fixed by installing more ram or not using multiple programs during operation Amative1 07:22, 24 February 2012 (UTC)
  • It happens because of your RAM. --SilvermatriXTR
  • Hang on, Minecraft isn't a RAM intensive game. It's a CPU intensive game. I heard Notch's coding was done in a way such that, Minecraft wouldn't take up a lot of memory on a hard drive and didn't devour everyone's RAM, so that it made the game accessible to people even with older computers.
  • Minecraft is run off Java, Java is a RAM-hog. So Minecraft is indeed heavy on RAM usage. Bertanius 12:03, 28 February 2012 (UTC)




[X] Piston heads frequently fail to push the player.

[F] Either a) Powered Rail can be powered by redstone dust 3 blocks above, or if this is an intended behavior, b) they don't become powered until a block updates the track. See imgur.com/a/iysxJ for model of isolated behavior

  • This is actually in 1.1 too.

[N] Placing a redstone torch under a glass block with a redstone torch will not invert the torch on the glass

  • If I get your meaning, this isn't a bug. Glass does not transmit current. -- 13:24, 24 February 2012 (UTC)
  • As stated above, glass doesn't transmit current. /jeb

[A] [MP] Redstone torches are burning out too quick. They only change their state one time and then burn out. (This bug originally showed in 12w07a). Torches placed on the same spot will burn out after one redstone update. (Change from On-Off or Off-On

  • Had this problem in 1.1. This might happen if you're using "/time set". Try sleeping in a bed instead.
  • Don't think this is an Anotation. I think it's definetly a bug :)

[!] Making a Redstone torch burn out, destroy it and place it again, it will simply burn out on activation. But only in that same spot.


macOS[!] The game is very very very laggy especially when raining, around iron golems and or zombies. This does not crash the game but it sometimes is unplayable! I've put all the graphical settings to the lowest style. Even though sometimes the FPS/ Chunk Updates say like 45, it lags like it where at 2! I have a very powerful iMac. Its up to date, new and super fast. Is this a bug or just a system problem. It has been happening to my friends giantwasp on his iMac too.




[!] While writing on a sign the keyboard-layout changed from German to English (meaning instead of umlauts I was writing "[" ect.) and the shift key got stuck. Although I wasn't sneaking and didn't write capital letters, I couldn't move objects in my Inventory because it instantly jumped to the hotbar or in creativemode the game selected 64 blocks and I couldn't put them in a empty slot. I'm not sure how/why that happened but I know it happened after I tried to insert quotation marks.

[X] Grass will not grow under upside down stairs.

[X] A melted ice block does not update itself, causing stationary water. (To reproduce, put a torch next to an ice block)

[F] You're unable to put a torch on upside down stairs.

[F] When placing a stair block on a thin layer of snow (not the full block), the stairs are upside-down.

[?] if you get past the upper bedrock layer in the nether you are able to build up to Y:254

  • If you mean Y256, then it is intended.

[X] Vines are currently programmed like snow layers and tall grass- placing a block in the same space as them will replace the vines. This is a bug- now that vines have a practical use, this can get very annoying.

  • This is how they work. It is by design and not likely to ever change. --GufNZ (c: 07:44, 24 February 2012 (UTC)

[X] [SSP] If the right click button is pressed during the sleeping animation, it will place blocks where you will be looking after waking up. Raiu tree

  • Doubt it's a bug. —烏Γ (kaw), 22:24, 24 February 2012 (UTC)

[X] Sand is occasionally spawned floating in air. Place a block around it to update the blocks. --jaysoncopes 21:09, 24 February 2012 (CST)

  • Move to world generation
  • Also this has been around since 1.8

[X] If there is a cave under a Jungle Biome, vines will spawn on stone and other substances inside the cave. It will also spawn on ceilings (bug?) It can also spawn on sand if there is a desert/beach in a Jungle Biome. --jaysoncopes 21:44, 24 February 2012 (CST)

  • Stone, not a bug, Dirt, not a bug, Ores, not a bug, Sand, Bug (but only if it's generated there and aren't placed there by hanging from above.), Ceiling, not a bug.
  • Move to world generation

[F] [MP] Jukebox does not play above height y=128. --Gneps 0:00, 26 February 2012 (CET)

[X] Due to backface-culling and a missing bottom face on torches and redstone torches, they will be partly or completely invisible when placed on a glass block and viewed from below. 14:43, 26 February 2012 (UTC)

[?] doors won't make sound in a jungle

[!] If water flows downward onto a block that is washed away by water (such as Redstone Dust or Torches), then it is lost permanently, rather than dropped as a resource. kpreid

[!] If you walk over Redstone Repeaters or Soul Sand (probably any block of unusual height) under a two-block-high ceiling, you may be abruptly shoved downward through the floor (leading to fall damage or death depending on what is below). kpreid

[X] Lily Pads can be placed on water intersecting the player (e.g. in 1-block deep water you are standing in), unlike other blocks which cannot be placed if they would intersect the player. kpreid

[X] While holding down right-click to place blocks, the animation cycles very fast even when when blocks are not being placed (such as when looking down). Pareidolon 05:28, 24 February 2012 (UTC)

So...? This just shows that you are trying to place things. --Moxxy 06:27, 28 February 2012 (UTC)
  • "Very fast" in this case is greater than 4 times per second, and this behavior was not present in earlier versions. If I remember correctly it was present for a time in another developmental version and then removed, so it is not intentional. For clarification I'm reclassifying this as a bug. Pareidolon 23:55, 29 February 2012 (UTC)


[A] There's not enough contrast between an unpowered Redstone Lamp and a powered Redstone Lamp, which is very annoying when using them for Redstone displays. Unpowered Redstone Lamps should be darker, just like in this modified terrain.png.

[A] Even though Moss Stone had its texture changed in 1.8 it still follows the same pattern as the cobblestone pre-Beta 1.7

[A] There is no storage block for redstone, coal or charcoal. It is annoying how there is a storage block for the rarest material (diamond) but not for the most common ones which often clog up a player's inventory.

  • I think the Diamond Block isn't intended as a storage block but rather a building block for bragging rights. -- 00:28, 13 February 2012 (UTC)
    • That's beside the point: it is useful for storage, as that guy brought up, and there are storage blocks for gold, iron, and lapis lazuli. I have several stacks of iron blocks I got from searching for diamonds. Why not redstone, coal and charcoal as well? Redstone DUST in particular, that sounds like something that could be easily made into a block. 13:02, 13 February 2012 (UTC)
  • If we have storage block for diamond, it doesn't make slightest sense to not have storage block for coal. In my opinion, there either should be no storage blocks or all storage blocks. If it was up to me, there would be storage block even for redstone, maybe this could function as vertical redstone wiring. Rate this is major annoyance, if there is consensus, I favor.
  • I second it. Redstone takes up so much space, and redstone - for quite a number of players, actually - is only useful in huge amounts. The ability to craft blocks of redstone could also add some mechanics that Minecraft desperately needs, like if you left click/right click/step on a block of redstone it would send a signal (the latter differs from a regular pressure plate in that a piston could extend over the block with no pressure plates popping off the ground). Or maybe a block of redstone would send a signal if it detected a block update - that way we could make some really interesting circuits without utilizing bugs or giant BUD switches. 20:20, 16 February 2012 (UTC)
  • I agree that this is an annoyance. That said, it's not all too difficult to simply build another chest or four. 03:04, 16 February 2012 (UTC)
  • You can't carry a chest full of redstone with you, though. Whereas you can carry a stack of 64 blocks of iron that you can craft into 9 stacks of iron ingots. It would be very helpful if you could do this with coal and redstone as well. 05:28, 18 February 2012 (UTC)
This should be moved to either the mc forums or discussion page as it is unrelated to the update. Getjack 21:40, 23 February 2012 (UTC)

[A] If vines is hanging near or over the fences (not touching any other blocks) it is possible to jump over the fences and fence gates. Not tested if mobs can do that. 14:44, 24 February 2012 (UTC)

[A] Cobwebs cannot be collected with Silk Touch.

  • they never were, the reason is that the tool for cobwebs is shears and/or sword. Both items can not be enchanted with silk touch
  • That's true, but it certainly would be nice if there were a workaround. Many of my constructions would be improved by the availability of decorative cobwebs. (changing to annoyance) -- 13:44, 24 February 2012 (UTC)
  • You don't need a workaround. You have shears. —烏Γ

(kaw), 22:24, 24 February 2012 (UTC)

  • Shears still give you a piece of string, not a cobweb.

[A] Pumpkins can't be placed in the air without a block underneath it. This is just annoying, considering players can just place then remove the block under it without it "popping" off the ground.

[X] When a ladder block is placed directly underneath a Trapdoor, the ladder block is destroyed and the trapdoor opens. Furthermore, when a ladder block underneath a closed trapdoor is broken, the trapdoor opens.





[A!] The enchanting system has always, and continues to be frustratingly unfair. sometimes producing Efficiency III when a level 50 enchant is used. Considering you need to kill NINE HUNDRED AND TWENTY FIVE zombies/creepers etc, to get to Level 50, users are naturally in consensus that, to quote Yahtzee Croshaw, the ratio of difficulty to find versus actual usefulness is completely arbitrary. While we respect the mystique Mojang have tried to create about enchanting, the numbers need serious review. Kizzycocoa

[A] Potions are not in Item Selection in Creative Mode.

  • Would be impossible to add all! Getjack
    • Couldn't only one version of each Potion be used. Since there is multiple ways to make some potions. ZuppaHD
      • Actually, there are hundreds that you probably haven't even heard of such as sparkling potion and lucky potion. They exist, but have no use or way to get them. They are in the code and can be spawned in.
        • Really? Mind sharing how? 06:30, 24 February 2012 (UTC) [A] [Cr] Netherbrick Stairs are not located with the other 4 stair types in Creative Item Select. Raiu tree 02:02, 24 February 2012 (UTC)

  • For that matter, the entire creative mode item menu could be better categorized and aligned to make things easier to find. With potentially 4096 different blocks, something will have to be done here. And on the topic, it would be great if you could middle click any block to select it, rather than just the blocks in your hot bar. It's never in the damn hot bar :).

[A] [Cr] The creative item selection does not resize when gui scale is small.-- 12:33, 24 February 2012 (UTC)

[X] Able to access inventory while in the bed (Causing the character model to appear laying)

[A] Right-clicking on the brewing stand's input slot while an item is in it picks up the entire stack rather than splitting it. kpreid

[A] In inventory screens, clicking on an item to swap items doesn't work if they are tools differing only in damage. kpreid

[!] macOS When the Minecraft window is clicked on to bring it to the front, this will cause a click on any button that was under the previous location of the cursor when Minecraft was not the foreground application. For example, if the window size is such that the "Save and Quit to Title" button is at the center of the window, then Cmd-Tabbing away from Minecraft (causing an auto-pause) and then clicking anywhere on the window will result in an immediate quit to title. kpreid


[A!] [Cr] End Portals (and End Return Portals) are not in Item Selection in Creative Mode. The portals can be destroyed in Creative, so if a griefer (or a player accidentally) breaks the portal, there will be no way to replace them.

  • Known bug. Moved to skipped. Getjack 20:14, 23 February 2012 (UTC)
    • Skipped is only for Mojang use, to mark that they plan to leave it as is. Unless Jeb has previously said that he won't change this, it should be moved back to annoyance. 02:03, 25 February 2012 (UTC)







[F] You can't grow mushrooms to giant mushrooms with bone meal

  • Actually, you can grow them in single player, but not in SMP. When I tried, one stem block appeared in place of the small mushroom and the rest was invisible. It became visible after disconnecting and reconnecting.

[N] [Su] [Cr] In Camera Mode [F5 Then F9]. You need to use the camera controls (IJKL,NM)) and then Move around using the WASD Keys. There is no gravity and when you go back to Normal mode. You stick at the same Height. *Ruins Your World If you Try it !*

    • It happened to me without even trying it!(the gravity thing)
    • I had the same thing but I randomly pressed buttons and brought it back working again. I think it was the F6 key.*
    • I tried what you described (pressing F5 then F9, then walking down a few blocks) I was still affected by gravity and returning to normal mode didn't have any affect. Tried both survival and creative.
    I unintentionally left the deadmau5 camera settings in the game. /jeb

[A] sometimes mobs will not take fall damage if they land in 1 deep water or on another mob

[!] [SMP] the old "chunkloaderror", which was more or less completly gone in 1.8 and higher, is now back. You pretty often get a chunk thats completly invisible in SMP. -JL

  • Actually, this is because there was a fix for it in Bukkit. You are experiencing it now because bukkit isn't updated, so the server your playing on clearly doesn't have it. -DearKing - February 24, 2012 - 9:47 PM
  • I am playing on my own pure vanilla server since beta 1.6. I never used bukkit.- JL February 25, 2012

[!] macOS Windows New camera debug features overwrites jump. You just fly through bugs. In Creative/Survival, you cannot get down from your floating state. In Survival, you get hurt when you walk through blocks.

  • I can confirm this on Windows 7 x64, running Java 6, update 31. (update 29 for x64) Tylup 01:53, 24 February 2012 (UTC)

[X] macOS The Mac version of the Paste shortcut, Command-V, cannot be executed within Minecraft. Ctrl-V works and uses the actual Mac clipboard. NOTE: This bug has been around since Beta 1.3.

[X] Snow and Mycelium don't show up on maps.

[F] Giant mushrooms cannot be grown above the cloud level.

[X] Players and mobs can breathe from under lava, even though they're not supposed to.

  • This is because they are meant to burn to death before drowning.
    • Even with a Potion of Fire Resistance they can still breathe under lava.

[X] [SMP] Flying over a pressure plate while not touching it is constantly activating/deactivating it. However, it doesn't do that when jumping over it (it doesn't activate it).

[F] It is possible to get infinite iron using a glitch that creates iron golems but doesn't use up the iron blocks, as seen in this video: [1]

[F] Trees grown with bonemeal above cloud level will not turn up to be small, consuming the bonemeal. Big trees show up, and they can be small when not grown with bonemeal.

[X] [Cr] In creative mode, using coal on a Minecart with Furnace consumes the coal. kpreid

[X] Minecarts and Primed TNT are no longer pushed by water streams. kpreid

[X] When planting seeds the planted seeds seem to randomly disappear. I experienced this when planting seeds on moisturized dirt with enough light in SSP. They don't pop off or become invisible, they just disappear. Zicxynum 22:33, 27 February 2012 (UTC)

[X] Snow Golems do not leave snow trails in any biome, and also die very quickly in Desert and Jungle biomes.

[X] Players are able to clip through solid block wall through repeated throwing of Ender Pearls. (SMP & SP)


[A!] There needs to be a way to disable "scroll to cycle items", as on a mouse pad (ones that are found on a macbook) it is too easy to cycle through items instead of using them.

[A!] [Cr] While flying in water or lava, horizontal movement is slowed to a crawl and vertical movement is very fast. This bug has been around for as long as Creative Mode has.

[A!] The range of characters in font.txt is very limited considering the multilinguality of Minecraft. It should be updated so that more characters are available, because it is hard for foreign Minecraft players to communicate on servers if they cannot type using their own script. (Updating font.txt would also enable using the same font for all the languages.)

[A] Boats break too easily. Boat physics need an overhaul.

  • This is not a bug (boats were made easier to break in 1.0.0). You can hold the sneak key to avoid damage. Calinou - talk × contribs » 10:21, 16 February 2012 (UTC)
    • This has always seemed like a major annoyance to me, and with little sense. Even more now that they are weaker. Skaruts 11:36, 16 February 2012 (UTC)
    • I thought boats were made harder to break in Minecraft 1.0. Still, I have to say boats are still weak, especially to lily pads. -ThingsStuffsObjects 04:58 17 February, 2012 (UTC)
    • Yes, their extreme fragility makes automatic boat dispensers, canals, locks, etc. an incredible hassle to set up. How does constantly-breaking boats improve the player experience at all,

anyway? I could see them breaking if you ram into something full-tilt, but they definitely should not pop from the slightest scrape the way they do now. -- 05:42, 17 February 2012 (UTC)

  • Indeed. It was always a hassle to make legitimate canals and docks - I mean without exploiting water physics or anything - and even more so now. Even to players who sail in the most legitimate way, it's a very disconcerting factor to the fun element of boats. Skaruts 08:51, 19 February 2012 (UTC)
    • 100% agree that they are too fragile. 0% agree that this is major. --Moxxy 06:44, 28 February 2012 (UTC)

[A] There is no way to type the section sign (§) from within Minecraft, and it can only be entered by pasting it, which cannot be done while writing on signs(but one can use # instead of it)

[A] In F5 view mode, we can't see the block we want to target, because of our avatar being in the middle of the view, so it would be great to have an other view like that : Another F5 View

[A] When in a swamp i encountered a shadow on my sword, it occurred in the same area every time and DID NOT PERSIST through re-logging (ssp) link to pic: http://imageshack.us/photo/my-images/100/20120223175125.png/

[A] Using F6 to 'phase' into a block, you will suffocate.

[A] The obvious camera angles are back, they are quite annoying. I think they should be in every snapshot, but not the full releases. Just add an extra GUI button in options to enable/disable them. If added in vanilla instead of an accidental leave in from debug tools, it should be included in the controls, and of course the gui in options to enable/disable. 06:59, 24 February 2012 (UTC)

[A] When I press F10 the camera starts to move less directly (like intended), but when I press F10 again, the camera doesn't switch back to the state it normally does. Only tested in SP Creative, but I think this happens in every game mode. It might have to do with my computer being not the best one ever, but I never had this problem before.

[A] Arrows can't be picked up if shot in creative. MrX13415 16:30, 24 February 2012 (UTC)

  • I think its intended --Darkmtbg2 16:32, 24 February 2012 (UTC)

[A] Golden Apples are useless. They have been outclassed by the Potion of Regeneration ever since it was introduced, but now this is even more so ever since they were nerfed. It would make sense for Golden Apples to be the ingredient for the Potion of Regeneration instead of the Ghast Tear (with the Ghast Tear being used for some other potion instead.) Alternately, one or more of: increasing the apple's regen duration by 2 or 3x, removing the time it takes to eat them, or giving them an additional effect (possibly from the list of not-currently-used potion effects).

  • golden apples are useful to players who haven't visited the nether yet and haven't gathered any blaze-rods and so haven't crafted any brewing stand and so cant brew any potions. they are useful. they only get obsolete when you get a brewing stand.
  • I disagree -- not even then. The time it takes to eat one compared to the amount of health you get makes them useless in a tense combat situation, and if you aren't in combat you're better off eating bread and waiting for your health to regen naturally, saving the gold. -- 13:33, 24 February 2012 (UTC)
  • People use them much more often than regen potions on any survival server I play on. Apples are gained passively and gold is abundant always found when looking for diamonds. Ghast tears on the other hand are gotten much later and have to be much more actively hunted. This is like saying iron is useless because of diamond. --Moxxy 06:44, 28 February 2012 (UTC)

[A] Feathers and Ink Sacs need more uses. Feathers' arrow recipe is outclassed by killing skeletons and Ink Sacs are only used for dyes which are unnecessary because sheep of those colors can be found naturally.

  • Darker sheep are somewhat rare, so it's convenient to have a way to make your own gray/black sheep.

[A] Need smooth stone and sandstone stairs, netherbrick slabs, and glass and lapis versions of both. -- 14:05, 24 February 2012 (UTC)

[A] Lapis Lazuli dye also needs more uses. You only need four to get all coloured wool you want and, except this, you'll never need it again. Compare it with Redstone: about the same abundance, same drop rate, but infinitely more useful.

  • At least it can be made into a Lapis Lazuli Block (which looks really cool). It doesn't really have much practical uses other than that, though, I agree.
  • Actually, lapis is rather important. You'll eventually run out of dye.
    • No you won't. Sheep regenerate wool. 4 is enough to get infinite wool of the colors that need it. --Moxxy 06:44, 28 February 2012 (UTC)

[A] Coal and Charcoal cannot be stacked

  • Do you mean together? This is because charcoal is a different data value (263:1 vs 263)
    • That is true, but it doesn't make sense. Coal and charcoal look the same and do exactly the same. Why not simply make charcoal to coal so that they can be stacked?
      • Because burned wood != coal --Moxxy 06:44, 28 February 2012 (UTC)

[A] Music Disc "where are we now" is still missing.

  • This is because of the spaces.
    • Could this be fixed by renaming the file to replace spaces with "_" and add code for the disk of course. Plus on language files have it say the correct name for the song with spaces. ZuppaHD

[A] Double doors mess up when switching to anvil media:lol.png

  • this was mentioned by jeb and is nothing serious, just fix them, they can't change it anymore and we have to live with this minor annoyance
    • To clarify what the above poster said: replace the incorrect door and things will be fine. Hardly even a minor annoyance unless you have a lot of old double doors.

[A] While clay balls can be crafted into blocks of clay, blocks of clay cannot be crafted back into clay balls. This gets annoying when crafting them to save space in the inventory, and you have to place them and break them again when you get home.

  • Snowballs / blocks are similar.
    • Is it really that much trouble to break the block? It takes about the same amount of time as crafting it would, and you don't even need a tool.
      • Not so much an issue for clay balls (as the drop rate is 4), but for snow it takes 4 to create a block, but the drop rate is only 2-4, thereby netting a loss every time a block is remade and broken.

[A] [SP] There seem to be a lot of ambient noises in unfitting areas (i.e. in the trees during the day time.)

[A] sometimes mobs will not take fall damage when they land in 1 deep water or ontop anther mob




[F] Iron golems respawn way too often under ridiculous conditions, making very easy to set up and game breaking iron farms possible: http://www.youtube.com/watch?v=P5U2GBuUxAU

  • But you need to be in Creative mode to have that many villagers in one box like that- Not quite as much a deal-breaker as is stated, but still I do agree the spawn rate under these circumstances is too high. 21:55, 24 February 2012 (UTC)Wizzard1
  • you can easily get that many villagers into one room in survival. just go to a villlage, build some dirt houses so they repopulate, and then move them with minecarts

[!] [SP] If you let a cat sit in a offline game, save and play then online (not multiplayer) you can't let the cat stand and move. The cat don't respond. It also works vice versa, when you play online and then offline. Tested in flat world and creative.

  • This is a bug that has been around as long as wolves have, and is not restricted to any OS. The reason is that cats and dogs are bound to the player by their name, even in singleplayer, and Minecraft treats "Player" (the name of the player in offline mode) as a separate player from your identity in online mode. I agree that this is a problem. If possible, a special exception should be made for singleplayer so that single-player tames will obey anyone.
    • that could have problems in some servers that lets you change your name if you changed it to player everyone would be able to use the wolf and it wouldn't know where to go.Darkychao 04:22, 15 February 2012 (UTC)
  • A simpler solution would be to use whatever username was entered in offline mode, instead of 'Player'. This would avoid needing special-case code for wolves, cats, and any other player-specific features added in the future. -- Orthotope
    • This still doesn't deal with the case of someone with multiple accounts, or a single-player world shared between two players. It also prevents proper use of tamed animals in downloadable maps. In fact, it's not even possible to implement it without altering the launcher, since the current version provides no way to know the entered name when the game is started in offline mode. The ideal solution is to ignore the player name entirely in single player maps (and single player maps only). TLUL 03:38, 16 February 2012 (UTC)

[!] Iron golems don't spawn during rain, and rainstorms at night can easily cause village extinction.

[!] Villagers don't know how to take turns going through the door and will often be crowding in front of a door trying to get in.

[!] If an Iron Golem falls into a 3x3x3 pit of water, it will spin rapidly.

[F] Tamed Wolves attack sheep spontaneously --Bljat 18:43, 23 February 2012 (UTC)

  • Hasn't this been an intended feature since wolves were first created? —烏Γ (kaw), 22:15, 24 February 2012 (UTC)
  • Yes, wild wolves are intended to kill sheep by themselves, a reference to numerous children stories. ThingsStuffsObjects 14:11, 25 February 2012
  • Indeed, but the OP says tamed wolves are doing it, which which sounds like a bug. -- 18:40, 26 February 2012 (UTC)

[X] Child villagers seem to have the same hit boxes as adult villagers - you can still hit them even when the crosshairs are aimed at the block above their heads. Because of this, they cannot walk through an opening that is anything less than 2 blocks high even though they appear to be approximately 1 block high.

  • This would make sense, since if the child were to grow up and become an adult in a 1-block-high space, it would suffocate and die. —烏Γ (kaw), 22:15, 24 February 2012 (UTC)

[X] Villagers disappear during the night while sleeping (4 human and 1 child)

[X] Mobs sometimes spawn inside of tree leaves, usually more than 1 (I've seen it happen to chickens and sheep) (see: http://i41.tinypic.com/2hd77ew.jpg )

[X] If a Villager gets on top of a cactus, they won't get down, seen in this video: http://www.youtube.com/watch?feature=player_detailpage&v=LIAsQLI2sho#t=185s Kit Ballard 00:55, 24 February 2012 (UTC)

[X] When you feed animals wheat (tested with Cows), red hearts do not float above the animal. Animals can still breed, though; even baby animals will be attracted by the wielding of wheat.

  • This may be because you have particle setting in options menu set to minimal.

[X] [A] When any mob with the new AI is pushed while on top of fences will go back it's old bad habits of spinning nonstop. This can be reproduced by filling an area with fences and using a mob egg to spawn a wolf, zombie, skeleton, etc.

[X] Wolfs are in Rain-Daylight grey instead of white: http://www.myimg.de/?img=20120223170549568fa.png --Galaxy_2Alex (Talk)

  • This has been reported many times. I myself think this is a feature Yoshidude56 16:56, 23 February 2012 (UTC)
  • This indeed catches many people's eyes, and I'll say it again: if wolves are intended to change color because they're wet, why don't sheep? or wool blocks? We could go on and on about this... GhengopelALPHA
  • Its not a bug, for the last time. Extra code is required to make it happen, and it works fine, therefore it isn't a bug. (Including the shaking-to-get-dry animation.) Suggesting that other animals should have a similar animation doesn't make this a bug (maybe they should? I don't know).
  • The quibble was more that they became /too/ dark when they get wet, not that they become dark/er/. Haven't seen them on 12w08a yet, so maybe the darkening effect has finally been toned down sufficiently.
    • Right, so that's still not a bug. Minor annoyance at best...

[X] Chicken look up if the player is below them and down if above them --Bljat 15:48, 27 February 2012 (UTC)

[X] Chickens in large numbers override all other sound effects -Lolghurt


[F] Due to the new world height, mobs now spawn exactly half as quick, because the game chooses a random location in the complete 256-block range. The mob will now often not spawn because it chooses a spot in midair.

[A!] Villagers often fail to disperse into multiple houses in a village at night- they tend to all track to a single house, as if having a party (maybe this behavior could be toned down once and a while...)

[A] Iron golems wander off, making them be very bad at defending.

[A] Iron golems have a villager look, making them feel out of place when a player makes them for their own village.

[A] Villagers seem to always try to enter the same house so often one or two of the village houses are overfull while others are empty.

[A] Iron Golems cause lag when looked at.

[A] [Cr] When using dye on sheep, bones on wolves, and fish on ocelots, the items are used up in Creative mode.

[?] Snow Golems die when it is snowing. This also happens when rain touches them, but it seems strange that it happens when snow hits them.

  • Makes sense physically since snow is technically just altered rain, but otherwise you're right. —烏Γ (kaw), 22:15, 24 February 2012 (UTC)
  • Well, as a suggestion, falling snow heal a snow golem. If rain hurts it, shouldn't snow heal it? (wait, will a snow golem run for cover when it's raining?)Zoythrus 17:09, 26 February 2012 (UTC)

[A] Iron golems tilt a tad too much when walking.

[A] Mobs utilizing the new AI system will wander directly into the Void if it is 1-2 blocks below. This appears to be due to only checking the amount of air blocks they would fall. The old AI system would prevent mobs from wandering into the Void.

[A] Iron golems will attack anyone who hits them or a villager, even if it's the player that created him.

[A] When holding wheat and making animals follow you, they move very buggy. They don't know how to take turns going through doorways, they sometimes randomly stop following you, and sometimes when there's a perfectly obvious path to you, they just stand there and wait until you re-position yourself.




[F] On at least some computers, trying to spawn an iron golem manually will lock up minecraft as soon as the pumpkin is placed, and upon re-starting it on the same save data the 4 iron blocks will be gone (though the pumpkin will strangely still be in your inventory).Attempted it on a AMD Turion[tm] 64 mobile and tried at least 4 times to spawn an iron golem.

[!] Zombies will not see you if you are in a house with the door shut. Opening it makes him see you, but closing it makes you practically invisible.

[F] When creating an Iron Golem the block directly above the Iron Golem's head is destroyed to make room for the head. This even happens to Bedrock, so it can be used to get on top of the Nether, or grief End Portals as well as the Bedrock in the End.

[X] All mobs spin "indecisively" when on top of a fence as though unable to decide which way to go.

[X] Iron golems don't protect villager's homes from theft and block destruction.

  • Their purpose is to protect the village from zombies. Zombies don't dig.
  • Notice I said, they don't protect villager's "homes". I said nothing about digging. You don't "dig" a home. Iron golem's purpose is to protect villagers, this should include their homes, being that the amount of homes determines the village population. If their only purpose was to protect them from zombies, why do they attack other mobs as well? Also, zombies do destroy blocks. They destroy doors, which is a block. (Trenix 20:19, 27 February 2012 (UTC))
  • It is the player's decision whether to make changes the villager's homes or not. Players can also create their own villages. Imagine the annoyance when building one and every time a mistake is made the golems would come up and attack you.

[X] Creepers on half blocks do not explode full radius of blocks, only the half block directly beneath them.

  • I have had creapers only blow up the block below them while standing on full blocks. but on the same save, had them blow out the same normal range. Ninatiels

[X] Iron Golems can't get up a 1 block high step out of water.

[X] When Iron Golems get in minecarts, you can't get them out without killing them. Looks like their collision mask overides that of the minecart, so right-clicking or shooting the cart will affect the golem instead.

[F] Sometimes Iron Golem texture is completely invisible.

  • I'm also getting this problem, playing vanilla w/o texture packs. I've checked the .jar, and the texture's definetely there in the Mob folder, but it's not being applied to the model. Same thing happens with a custom texture pack.TenhGrey 17:15, 23 February 2012 (UTC) thumb
  • For me, the golem is completly invisible, not even white. I can see the rose in its hand time to time, but thats it. I tried re-installing the snapshot, and even deleting and re-downloading Minecraft. Nothing will work to fix it. Hopefully in 1.2 or the debug snapshot it will be fixed. thumbEndermen 18:29, 23 February 2012 (UTC)
  • Invisible for me too, when I tried creating a few in creative mode on Mac OS 10.5.8. I can see its shadow, and the particles kicked up when it moves, and that's it. It can still attack, which I confirmed by changing game mode to hard
  • There is a fix for this by cadu1990 on http://www.minecraftforum.net/topic/1050658-iron-golem-broken/, overwriting the texture with a 128x128 equivalent. Confirmed on a Windows 7 x64 with a weak on-board video card.
  • I tried that. Minecraft wouldn't load with the .jar that had the fixed texture. Endermen 11:05, 25 February 2012 (UTC)
  • The Iron Golem will act completely normal, it is just the texture is blank

[X] Zombies smash down doors on ANY difficulty.

[X] If you build a Iron golem in the ground you can push him through the adjancents blocks.

[F] Iron Golems don't have ANY texture (not even white), will lag a lot due to it and will aqquire the color of the dimension (blue for overworld, red for nether and black for end).

  • This is a problem for me because my village lags up every time they spawn, but I have no way to kill them. Yoshidude56 22:30, 23 February 2012 (UTC)

[X] [Cr] Ghasts don't attack the player when provoked.

  • I think thats intended Slimes dosent attack too. --Darkmtbg2 16:12, 24 February 2012 (UTC)

[X] Creepers do not explode in Creative mode if provoked while you are flying. Their timer will only begin when you land, contrary to previous releases. No, I'm not too far for the countdown to begin. I'm literally next or above it while flying, but it doesn't start the countdown until I land.

  • This could be intended so you don't accidentally blow some stuff up while building and flying. ZuppaHD

[X] When you are in a jungle, ocelots may appear next to you and try to escape (as they would) but when you walk away from them, they teleport back to you as if they were tamed, although they are not tamed.

[X] Zombies and Skeletons don't burn up during the day when they are on top of half slabs.

[X] If you ride a pig in a minecart forward on track for a little, when you run out of track the pig will continue to pull the minecart forward on land slowly, but infinitely. The pig will even continue until it drowns in a body of water, ejecting the player from the minecart.

[X] Hostile mobs don't attack each other. For example, this allows to get musical discs with minimum effort. --Trinistr

  • That was removed deliberately. Many people disagree with the change and want it back. -- 18:37, 26 February 2012 (UTC)

[X] Creepers, and possibly other mobs, can spawn in well-lit areas. Lolghurt

[X] Slimes glitch when spawning on any block, glitching the vertical position in Superflat setting. Most commonly seen in Villages. Some Slimes are stuck on walls, sticking out from the blocks.


[?] Cave spiders can fight water currents in 1-high tunnels, bug or features?

  • Cave spiders are smaller than regular spiders, enabling them to get thru 1-high areas. Mob movement in water was also recently changed. Feature probably.
    • ok, that seems to break most of the spider transportation in traps. they fight the currents if they see the player, which is most of the time if the player stays in the "active zone" and move with the "new system"...

[A] Zombie pigmen attack iron golems individually when provoked, not in groups.

  • Could be intentional due to the fact that the pigmen would kill the golems fairly easily. (When in large groups) ZuppaHD
  • Im not sure, pigmen used to attack snow golems in groups in 1.1 but also that stopped.

[A] Iron Golems sometimes attack Snow Golems, if the Snow Golem(s) is/are attacking something else, such as a Spider.

[A] Iron golems don't make any sounds, similar to snow golems.

[X] Iron Golems can hit you through glass panes.

[X] Creatures don't spawn when using spawn eggs.

  • Don't forget to set difficulty on easy or higher to spawn hostile mobs.

[?] Iron Golems are way too slow to defend their village. They also dont see long enough.

  • Probably intentional considering their large health pools and respawn. Sight radius might be to prevent them wandering due to stray zombies that aren't threatening the village.
  • If they could deal with all zombies nearly instantly, what would be the point of repopulating? Point is: Golems need to get beat to the punch and fail to defend a villager or villagers from time to time, so that villager breeding is a regularly used function. Circle of life and all that. Also: One would think the golems are there primarily to prevent the village from going extinct, first and foremost.

[A] Zombies turn around while walking on fence.

[A!] Snow Golems are plagued with serious issues. They cannot produce snow in PLAINS, SWAMPS and MUSHROOM BIOMES. This is clearly unintended, as plains and swamps are not generally considered hot biomes, and they do not kill the snow golems. The mushroom biome behavior MAY be intended due to the mycelium, but it is still unlikely. Snow golems also die in seconds if they are crafted in the falling snow. The falling snow is probably considered as "precipitation", causing the issue.

[A!] Hordes of mobs will spawn at your location when converting a world, causing difficulty when moving inside small houses.

[A] [SP] on peaceful, when entering a dungeon with a skeleton spawner, arrows are shot at you. they do not actually hit, but it continues until the spawner is deactivated with torches.

[A] A Spider Jockey can be sometimes seen out of their position, like Skeletons off the Spider while still sitting.

[A] Skeletons fire arrows at you even when they aren't facing you while pathing.


World generator[]


[F] There are holes in the bedrock layer.

  • [U] What kind of block is placed instead of bedrock? /jeb
  • It can be stone, dirt, lava and ores (coal, iron, redstone, even diamonds). They always generated below lava ponds. Example Seed: 123456789 coordinates: x:-259 y:0 z:440
    Awesome, thanks. /jeb

[X] [MP] Spawn location is still replaced by 0,50,0 when creating a new world.

[N] [MP] In multiplayer, when pressing F3 the seed shows as 0 in every map.

  • I believe this is on purpose. It stops players from opening the seed on singleplayer, finding resources, and then logging on to multiplayer to mine them. Jeb has said in the past that he would add something like this, but I can't find where.
  • Feature based on popular request. /jeb

[X] Nether portals are not adjusted to anvil, they try to generate in the nether too close to the "top" of the nether near bedrock, resulting in frequent portal generation in dead end caves that require a lot of digging down to get to the standard large caverns of the nether. This may be the cause of multiple portal generations in the over world upon exiting the nether and trying to re-enter, etc.

[N] Nether fortresses won't detect nether caverns. As such, the tops of fortresses often get stuck in netherrack overhangs, etc.

  • I don't see this as a bug. /jeb

[X] Giant Mushrooms do not spawn in Mushroom Biomes. (Possibly related to pine/birch spawning issues?)

[X] As in the last Snapshot, Birches and Pines do not spawn --Galaxy_2Alex (Talk)

[X] Mobs and mushrooms can still spawn above the upper bedrock layer in the nether.

  • For a fix I would say no hostile mob can spawn on bedrock. (Including pigmen)

So that you can build on a flatland up there, but not be bothered by mobs etc. Also so you can make slime-free areas in the overworld. 06:53, 24 February 2012 (UTC)

    • Or the Nether height could just be increased to generate the bedrock ceiling at the new map ceiling... But I suppose that could cause some lag due to how much needs to be generated.
      • Of course you can make bedrock celling to increase. I also thinks It's good idea since nether will be larger. I like that idea. but there is one major fatal flaw with it. how about old nether generated? how will you connect them with newly generated one? If I visit newly generated area and go over 128 blocks, and head over to old generated area there will be large flat land due to not being generated at old time. also ladscape for nether will be different too. since it will need re-coding. Kevin J Rattman 08:35, 27 February 2012 (UTC)

[X] Trees don't spawn on the ground on swamp biomes, only in the water (again !) Dexes TTP 23/02

[X] Large grass and flowers spawn on non-grass blocks (Dirt in this case). Large grass only http://i41.tinypic.com/29boweo.png<br\>Large grass and flowers http://i43.tinypic.com/2dsh269.png

  • Can confirm: http://imgur.com/EML9N --Dsf190 (Talk)
    • You can even place large grass and flowers/roses on dirt by yourself. I am pretty sure that this isn't intended. Getjack 18:31, 24 February 2012 (UTC)

[X] Mushrooms spawn on leaves in jungle biomes. http://i40.tinypic.com/2cf9ufk.png Getjack 21:04, 24 February 2012 (UTC)

  • Nether Warts can not be placed or naturaly created at the side of another nether wart. If they are, the nether wart will pop out.


[A!] Jungle and Snow biomes are heavier to render then others

  • Confirm. Jungle biomes were deadly for my computer...Getjack 22:41, 23 February 2012 (UTC)

[A] Villages still have lamps made out of fences, black wool, and torches. They do not generate the new redstone lamp.

[A] Its possible to spawn underwater in a cave with no light to see in order to get out. example seed: "308665722102002287" spawned at x(28.5),y(68.62),z(216.5)


[A] Speaking of trees, I'm finding some trees with only the upper half, missing the trunk. I took a screenshot showing it. http://i154.photobucket.com/albums/s257/jac0103/Minecraft/2012-02-23_100245.png --Jac0103 16:16, 23 February 2012 (UTC)

  • That's since 12w07a too... --Galaxy_2Alex (Talk)
    • Moved to skipped. Can "reproduce". Getjack 22:09, 23 February 2012 (UTC)

[!] When creating a nether portal above 128 blocks high, it will take you to the nether, but if you wish to return to the normal world, a new portal will be created either on land or in a cave.



[!!] Lighting updates to blocks at and directly above level 128 will recalculate the lighting as level 0. Mobs can spawn, and when the player enters that area, the game crashes with "Saving Chunks." In Terminal, it outputs an ArrayIndexOutOfBoundsException.

[!] A warning-popup from Windows saying that the virtual memory is running out appeared. After that sometimes parts of the world had some graphic-errors after I placed down a torch. After removing and replacing the torch it disappeared again. Screenshots: http: //imgur.com/a/lVeVi

  • This means that your computer has run out of resources to run Minecraft with - try closing some stuff. ThinkInvisible 23:36, 24 February 2012 (UTC)

[X] [Cr] items turn black from layers 16/32. discovered this in superflat world.

[X] Tunnels/caves one block from surface will be lit at 15 light level. Most noticeable on Superflat mode.

[X] Lighting in the nether is glitchy/bugged, causing diamond/square shapes of light and shadow to appear around sources, mostly of lava. (mostly at long distances, mostly).

[X] Some places like lava lakes aren't lighted properly, the problem is solved as soon as a block is placed near. Dexes TTP, 23/02

  • I think I've seen the same problem on roofs and windows in villages, but didn't place any blocks to see if that cleared it. I saw it on a new 12w08a map
  • Another example near a lava tarn. See http://i40.tinypic.com/eqazhl.png Getjack 22:26, 23 February 2012 (UTC)

[X] Breaking redstone sometimes causes the texture of the block face beneath it to flash the TNT texture (or the grass block side texture)

[X] [MP] Weather transition effect (incoming rain/snow/thunder/sun) still doesn't work in SMP.

[X] A completely enclosed tunnel under earth is still fully lit during daytime. (Hardcore superflat, Mac OS, newly created 12w08a map)

[X] [MP] The fishing rod line is still missing, then the line in held item shouldn't appear when casted.

[X] Object held in hand appears darkened, and there is a slight darkening of the edges of the screen, in certain locations. I found it in an area above a village, but only between y=80 and y=96. Screenshot 1 Screenshot 2 with seed and coords

  • This happens too when you're in water and press spacebar until you're above water and fall back in. At the moment you're out of the water this bug occurs.

[X] [SP] [Su] When placing a torch between 5 blocks (above, north, south, east and west, no block below) the block containing the torch is unlit. The torch lights other blocks normally, though.

[X] Some water blocks appear dark (see: http://i42.tinypic.com/s3l2.jpg ) resolved when updating said block (aka Bucket)

[X] Sometimes, player-made structures will continue to display outside lighting inside, as if a block is missing somewhere. Updating blocks or placing and destroying a light source doesn't fix the problem.

[X] Text in the item screen overlaps item graphics http://img210.imageshack.us/img210/3937/11323001.jpg Kit Ballard 00:41, 24 February 2012 (UTC)

[X] Stairs have displaced textures on their sides when placed in north-south direction, like in this screenshot: [2]. They have proper textures when placed in east-west direction. This is true for all stairs, but mostly noticeable on stone brick stairs.

[X] Mining clay from directly above does not show mining damage texture (cracks) as you're mining it. As seen here: http://imageshack.us/photo/my-images/109/cracks.png/

[X] When sleeping, particles and the sunset sky are displayed as if facing the player's normal view direction (controllable while sleeping), not the view from the bed. kpreid

[X] [Su] The block breaking animation does not appear on signs or chests. kpreid

[X] The edges of iron doors don't texture properly. They will either have the hinge texture on both sides or the outside edge on both sides -Lolghurt


[A] As in the previous snapshot, snow doesn't appear on the maps. Dexes TTP 23/02

[A] Turning on and off redstone lamp (e.g. by clock) still makes lag on daylight area.

[A] If Graphics to Fast: When looking on ice a weird grid appears. See i40.tinypic.com/35lgqbq.png

[A] With smooth lighting on, narrow spaces are excessively dark even if they are directly lit; for example, a 1-block hole with a torch in it. kpreid

[A] Lighting recalculates oddly in certain locations when there's one block between a cave/dark area and the surface -Lolghurt


The rain and snow falling through the air effect now properly pays attention to biomes specified using the Anvil file format.



[!] Several sound instances do not play:

[!] A few graphical elements are missing:

  • Fishing rod "line".
  • Fishing rod "line" in held item. It shouldn't appear when the line is casted.
  • Other Player breaking animations.
  • Magma Cube animations.
  • Other player's enchanted items don't shimmer.

[!] Mining takes longer in multiplayer than in singleplayer. This is caused by a click-mining 'fix' that was added in Beta 1.3 and is not needed.

[!] Slimes and Magma Cubes randomly warp up and down when they have a ceiling above them.

[!] Knockback and damage screen calculation is often wrong in multiplayer, actually dealing knockback when it shouldn't (like drowning or being on fire).

[!] Hitting mobs is harder in multiplayer because of lag. It is also much easier for monsters to hit players. Probably a delay before attacking (based on lag) should be added...

[!] Anvil's new per-chunk biome data is not sent in SMP. See here: http://wiki.vg/Pre-release_protocol#Map_Chunk_.280x33.29

[!] [MP] Huge Mushrooms planted with Bone Meal are invisible until reconnecting to the server (affects all players on the server)

[X] Player movement is not smoothed enough (the client does this) in fairly or very laggy conditions.

[X] Arrows "warp up" when shot on walls. They also disappear and become impossible to collect when shot on ceilings.

[X] The anti-spam does not really prevent spam.

  • I can type 4-5 messages a second as non-op and I do not get kicked. Calinou - talk × contribs » 23:43, 24 February 2012 (UTC)

[X] Arrow shooting is buggy and sometimes "resets" the charging progress.

[X] Not able to breed chickens and only able to breed some cows and sheep.

  • I can breed chickens with no issues. KoreRekon

[X] The 3 second invincibility on reconnection can be exploited to be invulnerable to falls/lava/PvP/...

[X] Having trouble making dogs change from sitting position.


[A] Instead of saying "Outdated Server!" when going on a 1.1 server, it says:" Internal Exception: java.net.SocketException:Connection reset"

[A] When connecting to an outdated server/client, protocol version/game version should be shown.

[A] allow-nether should be true on default.




[X] Rain sounds override note block sounds.

[A!] Rain produces no sound in mountain biomes. (12w08a) (confirm? Others?)

  • Confirmed, but I can't send a picture because its a sound problem...
  • Strangely, I encountered the exact same problem nowhere near a mountain biome! I had just come out of a cave and into the rain, but the rain sound effects never started until the rain stopped. More of a blessing than an annoyance, since the rain sound is harsh on my ears...
  • Is your particle effects turned off? Rain sounds don't play with particle effects set to minimal.
    • No, and rain sounds play in other biomes. Go try it?

[X] If you turn Music off while music is playing, then turn it on again, the music will still not continue.





[F] There are several errors in en_US.lang:

  • item.bootsGold.name=Golden boots
  • should be item.bootsGold.name=Golden Boots
  • item.bucketLava.name=Lava bucket
  • should be item.bucketLava.name=Lava Bucket
  • entity.PigZombie.name=Pig Zombie
  • should be entity.PigZombie.name=Zombie Pigman
    • (Unless this is an official name change)
  • Boots and bucket are not proper nouns, therefore they should not be capitalized. Yoshidude56 22:43, 23

February 2012 (UTC)

  • But then why is bucket in "Water Bucket" capitalized? I think they should be captialized. ZuppaHD
  • It's perfectly appropriate to capitalize all the words -- it's title/headline case. -- 13:52, 24 February 2012 (UTC)

[X] In "Quenya", the Hardcore and Creative mode descriptions are not translated (images at [3]).


[A] The first letter in Suomi (Finnish) is not capitalized while all the other languages are capitalized

[A!] Text in Portuguese is hard to read due to some characters being incorrectly displayed: (1) "ç" is out of place (it should be aligned as "c" is); (2) "ã" and "õ" are smaller and thinner than most other characters. This affects both Portuguese dialects, and the "ç" issue affects French too. See pic http://i.imgur.com/xr3OR.png for a possible solution for both issues.

[A] Also for Portuguese (both dialects): in Video Configurations, the text for Render Distance ["Distância de Renderização"] is too long, so it goes out the button. Just swapping it with "Renderização" would already work.

[A] In "Quenya", the language translation for Lever has been changed to "Mechanic Penis"

  • I was going to check it to see if this is real and it was actually translated to that!

[A] Uruguayo (Uruguay) translates "Multiplayer" as "Otra razón para odiarte...nn" ["another reason to hate you..."]