Minecraft Wiki
Read this 
Mojang has an official bug tracker and does not track bugs for any editions of Minecraft on this wiki. Please use the appropriate bug tracker to report and view current bug reports.

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.
Full releases
Weekly releases



[!!] [SP] Minecraft crashed after placing a portal somewhere in the Nether and entering it. Again a NullPointerException, I have no idea what caused this issue... Here's the Error Log:

--Galaxy_2Alex (Talk)

  • With restart of Minecraft, the generation worked at all, but that is a bit annoying. --Galaxy_2Alex (Talk)

[!] Randomly getting kicked from SP because of an internal server error. --bartselen 18:59, 21 June 2012 (UTC+2)

  • Video shows what happens. I wish the console had recorded. Kryostic 12:10, 23 June 2012 (UTC)
  • This picture is the error message from the console. Kryostic 09:55, 24 June 2012 (UTC)
  • I've been looking at this bug for a couple of hours now, and it simply makes no sense at all. The crash occurs when the generator is about to place a monster room (the small dungeon rooms), when it tries to access 'level' in the middle of the method. What I'm saying is, if it's going to crash in that method, it should crash at the beginning of it instead of in the middle. A thread synchronization error seems very unlikely, since the 'level' variable is local to the method. Have you modded the snapshot in any way? /jeb_

[!] When I try to load up my world, it either takes forever and there is extreme lag, or it just shows the 'dirt' loading screen and then goes back to the title screen.--sdan8

[X] Error while stopping the server : http://pastebin.com/iz9rfNCW (java.net.SocketException: socket closed)


[A!] On superflat, everything works more or less fine, but in a normal generated world and also in an mcedit generated flatworld on lv 64 every 2-3 seconds ( very regular intervall) the server/ server process doesn't respond for 0.5-1 second, best to be seen when looking at a redstone clock or trying to flip levers, wich won't work during the lagspikes. extremly annoying cause it breaks many things and the game experience -- JL2579

[A!] [MP] SMP server fairly regularly (once every three or four hours) drops all players (lost connection: disconnect.endOfStream) and shows many NullPoinerExceptions in the console, only visible from the stdout, never seen in the GUI console (partial stdout console output): http://pastebin.com/Fv8Fj8Xq

  • Have tried various different garbage collector schemes, none seem to help or hinder the symptoms, but the GUI console reports only 130 MB used, while the OS reports 700 MB used.
  • This player drop behavior can eventually lead to a situation where the server pegs at high CPU utilization, and cannot even respond to console commands. Only Ctrl-C or kill commands work. --Inertia 06:16, 22 June 2012 (UTC)
  • Fixed the NPE, but I'm not sure why players are disconnected. /jeb_

[A] [MP] [Su] SMP servers running survival worlds are using 2 or more times more CPU than in the previous versions, often resulting in lots of "Can't keep up" errors and bad latency. This is only present on "regular" world types, possibly including large biomes. This issue is not present on super flat. --IPeer 17:10, 21 June 2012 (UTC)

  • Could possibly be because of the new anti-hack encryption (flat worlds need to encrypt a lot less data). Investigating if it's possible to make the encryption optional. /jeb_


[F] [A] If you click on the "Save and Quit" (singleplayer), or "Disconnect" (Multiplayer), and then click it again before the option goes, the game tries to disconnect you twice the game then crashes with null pointer exception because of this. This appears to happen every time. Crash report: http://pastebin.com/TJaWzTbj --2rockon 18:41, 21 June 2012 (UTC)

  • Not a major annoyance, because you don't have to click it twice. I couldn't reproduce this either because the button disappeared almost instantly every time I clicked it once --Mattrition 09:03, 25 June 2012 (UTC)



[!] Last weeks snapshot had almost no lag at all. this weeks snapshot has a lot of redstone lag. also when you place lever the sound plays 1 second after you placed it. when you use the lever the animation happens a second after you use it.--League 17:35, 21 June 2012 (UTC)

  • I second that the single player server is seriously out of sync with the client. Mined ore blocks pop into existence and vanish again. Slimes which used to hop regularly make now very irregular sounds (great to avoid sand worms :-) Items now take much longer to be picked up when standing near, etc, etc... [Incelebrity] 17:49, 21 June 2012 (UTC)
  • I have noticed increased lag in SMP with several clients and a Linux 12.04 server running Sun Java. This also happens with just one client currently logged into the server on the same LAN as the server. I have "can't keep up errors" in the server log. Most of the time the lag is blocks not disappearing when branch mining. Last weeks snapshot did not have these issues.~~jc2xs
  • Linux 12.04 meaning Ubuntu 12.04? -crh23
  • (Merged duplicate) Experiencing actual lag on singleplayer. On previous snapshots after the merge, it was simple mob glitchiness, etc. but in this snapshot, I can hit a creeper with a sword, the game will pause for about 2 seconds then the knock-back will take effect and send the mob jerking away from me. This is a major bug because it makes fighting creepers and getting gunpowder nearly impossible because I cannot tell where the creeper is all the time and it will explode. Also, it is not my computer: AMD Radeon HD 6700; 8GB DDR3 RAM; Core i3 2100 CPU; Windows 7 Ultimate. I could play all other versions of the game with no lag and up to 300FPS.
  • I'm experiencing severe lag while breaking blocks or hitting mobs. Blocks reappear, or take a long time to drop their item. Hitting mobs only sends them flying a few seconds after I hit them. I noticed that my CPU usage is much higher with 12w25a than it is with 1.2.5. On the other hand, my framerate with 12w25a is around 40fps, compared to an average of 20fps with 1.2.5. I'm on a Macbook Pro, 2.4Ghz Core 2 Duo, 4GB of DDR2, and a GeForce 8600M GT with 256MB.
  • In a room full of sheep, you can literally hear the lag. They baa for about two seconds, then all stop for a second, then repeat. Noticed on SMP with only one user on. -- 03:42, 25 June 2012 (UTC)
  • (Merged duplicate) [MP] [Su] Mined stone, coal and sand blocks reappear. About every 10th .. 20th block. Mining the blocks a second time drops a second item. Reappeared sand blocks do not fall down if below is just air. Mining with Diamond pickaxe Efficiency IV / Unbreakable III or diamond pickaxe Efficiency III / Unbreakable III / Fortune II. --Kumasasa 18:54, 21 June 2012 (UTC)
  • (Merged duplicate) Bows have lag most of the time. When you charge a bow. The arrow shoots a second after you let go.--League 16:14, 22 June 2012 (UTC)
  • All of these bugs are hopefully related to a problem that save files were closed each time the world was auto-saved. Fixing this increased decreased time from 500 ms to 20 ms on my computer, and made the game feel much more smooth. /jeb_ (fixed for clarity --Kumasasa 17:59, 26 June 2012 (UTC) )

[!] Entities stop working, the snow cover block won't disappear when the block under it is deleted, gravel doesn't fall (most likely with sand, too), and I only have a limited space to move, because the chunks around the space won't appear. I recorded this video. Sometimes it'd work, sometimes it wouldn't. Some bugs weren't shown (like the chunk thing). –Preceding unsigned comment was added by Alexkill51 (talkcontribs) at 14:58, 21 June 2012 (UTC). Please sign your posts with ~~~~

  • (Merged Duplicate) The entity bug is still in the game. Apparently, this bug isn't being corrected, which forces me to play in 12w21b. –Preceding unsigned comment was added by (talk) at 13:56, 21 June 2012 (UTC). Please sign your posts with ~~~~
  • This is a very vague bug that is assuming we know what you mean by "entity bug". That could mean anything. Please elaborate. --Mattrition 14:11, 21 June 2012 (UTC)
  • Mobs freeze and will no longer spawn, chests, workbenches, etc. cannot be used, priming TNT will make the block disappear, breaking a block will not drop a resource, fluids will not update, etc. Basically, entities are bugged.
  • Ah, that's what we're talking about. It sounds like its a difficult issue to pin down. I've merged this report with another more explanatory one. --Mattrition 15:21, 21 June 2012 (UTC)
  • This happens every few seconds on my world. It renders the game unplayable. I wouldn't have believed it, but it's getting worse.-- 15:38, 21 June 2012 (UTC)
  • This issue was partially remedied as of a previous pre-release (12w24a), but the bug is still in the game. It is still being worked on, and is an issue with having to run both client and server at the same time. Also, on a weaker computer, hitting escape and then returning to the game will freeze all actions and entities, sometimes making mobs run in a continuous direction through objects, and cause the server to stop interacting with the client. --Wormy14 17:28, 21 June 2012 (UTC)
  • (Merged duplicate) The game now is unplayable for slow/old computers now, it freezes the whole world. All mobs are frozen in the game, the game gets very laggy at SP resulting in being unplayable in survival/adventure mode. I guess it has to do with the thing SP works now more like a server, than a normal single player game. While playing in creative mode, I noticed some blocks (like doors) don't get destroyed properly (due to lag) and after about 2-3 minutes they will disappear. Same happens to chests, crafting tables, furnaces, etc. Some sounds also don't display correctly (probably the same reason). --Wormer21 22:38, 21 June 2012 (UTC)
  • (Merged duplicate) [SP] The world does not properly respond to many of the player's actions. Blocks can be placed and broken, but items do not drop from broken blocks, levers etc. cannot have their state toggled, attached blocks (e.g. torches, redstone dust) do not drop if their supporting block is broken, and console commands (there is no effect or chat bar message) do not work. After an interval lasting roughly between 30 seconds to a minute, the game notices the player's actions, and their effects are applied instantaneously. It also remembers what order the actions had been done in, so if you were in survival mode, typed in /gamemode 1, then mined a block, but not for long enough to break it, when the game catches up the block will be destroyed as if you had been in creative mode.
  • (Merged duplicate) Game stops working few seconds after loading a world. It didn't happen in 12w24a. (at least in my computer) --Sks0315
  • What do you mean by "stops working"? Do you get a crash report in your .minecraft directory? --Mattrition 15:21, 21 June 2012 (UTC)
  • Redstone, entity don't work and if I destroy blocks and reconnect, they will be back. (Much like disconnected from server but client doesn't think so) --Sks0315
  • Can confirm. Game responds for at most 2 seconds before stops responding with a system of 2GB of RAM and 32-bit processor with Windows XP. --Manuelschi 17:28, 21 June 2012 (UTC)
  • Could you describe what you mean by "stops responding"? Does it feel like any of the issues described above i.e. all mobs stop moving / the world stops updating? Or is it more like the whole game, including the player and controls, freeze up? --Mattrition 12:46, 25 June 2012 (UTC)
  • Similar to the bug reported above, you can still move and do basic actions, but with no responce (just like the moments after a server crash, you're still there but can't interact with the world). --Manuelschi 21:46, 25 June 2012 (UTC)

[!] Mobs and other entities freeze every few seconds.

  • Confirmed for SMP. --Kumasasa 19:45, 21 June 2012 (UTC)
  • Not only do they freeze, but they unfreeze where they would have been if they were not frozen. This is most notable in the Ender Dragon. It also applies to entities such as mine carts and arrows. -- 03:01, 25 June 2012 (UTC)
  • (Merged duplicate) Riding a minecart freezes the motion every few seconds. Animation of torches continues. --Kumasasa 19:45, 21 June 2012 (UTC)
  • I expect that all entities are suffering from this motion jitter, including mobs, minecarts, and boats. But I am not sure enough to merge this report and the one above into an "Entities freeze every few seconds" report. --Mattrition 12:57, 26 June 2012 (UTC)

[!] If you play LAN with someone on Hardcore and the other one dies, the world stops "responding to you" (No drops, Mobs don't move, just like when you loose connection while on a Server). The world gets deleted when you leave it like when you die.

[!] At X/Z 30,000,000, block physics break down, terrain decoration does not occur, and there is no clipping, so you will fall into the void. However, the game does not consider it an illegal position until X/Z 32,000,000. This is now a problem because you can actually teleport yourself or someone else there with the /tp command now. TorchicBlaziken 21:16, 26 June 2012 (UTC)

  • I personally dislike calling these kind of issues major bugs. Yes, Mojang have now made it possible to get to these places easily by using "official" cheats, but I just feel its not within the normal canon of gameplay and so should be a minor issue. --Mattrition 08:42, 27 June 2012 (UTC)

[X] Carts tend to stick to one another due to mine carts repelling each-other on impact, causing them to continually launch themselves forward. I made a video [1] --UltimaCreations 21:28, 21 June 2012 (UTC)

[X] When the player is underwater and comes up for air but returns back underwater less than a second later, the meter that gauges air is not refilled, although it does disappear when the player's view is above the water. --Keithicus420 23:22, 21 June 2012 (UTC)

[X] When entering the Nether, you sometimes are in the void before the game places you in the portal. TorchicBlaziken 01:26, 22 June 2012 (UTC)

  • I think this might be the fault of the game rendering you before the land under your feet. I know what you mean, for example, if someone TPs to coordinates they've never been, it's going to take a while to render those blocks. However, I don't think this is a bug. Downgraded. --Keithicus420 22:03, 24 June 2012 (UTC)
  • Falling into the void because the game failed to render the chunks before you land is a bug. re-upgraded. --Kumasasa 22:15, 24 June 2012 (UTC)

[X] [Su] [Ad] You can breathe under lava. TorchicBlaziken 23:22, 21 June 2012 (UTC)

[X] Falling down the side of your bed while sleeping --Domeguy 21:23 25 June 2012 (UTC-5)

  • I don't understand what you mean? Can you describe the issue a bit more? --Mattrition 09:40, 26 June 2012 (UTC)
  • You fall only if there are solid blocks 2 blocks over the bed or less, if there are no solid blocks around it, you fall in front of the white side, if there is a block in front of that side, one block higher then the bed, you won't fall, and for some reason, you always face the north, according to the map. But it still works you still sleep --Domeguy 12:35 26 June 2012 (UTC-5)
  • I don't get it. You mean that you fall down when getting up from sleep when there are no solid blocks around your bed ? --Kumasasa 18:04, 26 June 2012 (UTC)
  • No. When going to sleep, you don't lay down in the bed, you sort of fall down beside the bed and lie on the floor. You still will be able to sleep there. JonHa97 20:11, 26 June 2012 (UTC)
  • See for extended information how to trigger this bug :File:Falloutofbed.png -- JonHa97 20:26, 26 June 2012 (UTC)
  • Ok, now I've got it and could reproduce this. Thanks for the picture. --Kumasasa 21:25, 26 June 2012 (UTC)

[X] Trees are growing even if there's no light around. Tested with bone meal in Creative, both in open space (at night) and inside a cave. Lvxferre 06:59, 24 June 2012 (UTC)


[A] 12w25a loads farer chunks at first, then the near ones if flying is enabled in Creative mode. --Freakedenough 11:07, 26 June 2012 (UTC)

[A] When opening a world, the game first shows you the main menu screen or the chose world menu screen momentarily.--sergnoff

[A] The enchantments with "Protection" in the name besides Protection don't provide more protection to a specific thing than Protection does, making those enchantments completely outclassed by Protection. To make matters worse, you can only get one "Protection" enchantment on a piece of armor. TorchicBlaziken 20:41, 14 June 2012 (UTC)

[A] In my, and many other's opinions, to erase past trades after a few uses was a very bad move. many had set up shops, based on specific items the villagers had. furthermore, this makes "upgrading" villagers not possible. at all.--Kizzycocoa 18:09, 21 June 2012 (UTC)

  • As trading was only in development builds up to this point, he doesn't really have to take such things into account. This was a response to them seeming overpowered - I honestly hate the idea, but as a development feature, he isn't obligated to the few users making use of this seriously. --MegaScience 18:13, 21 June 2012 (UTC)
  • You can buy diamond armor for about 240 sugar cane. I think it's okay to have to work a little to enable this trade.
  • Enable? sure. but to remove it after working for it? I don't think so. I'd be pissed. our entire community is sticking to 12w24a as most of us disagree with this change. Perhaps something else should be done. such as limiting expensive trades to one per day. or making you need to trade 15 times on any material to get a single upgrade. --Kizzycocoa 18:55, 23 June 2012 (UTC)
  • Currently the code contains a wealth value for villagers, which increases when they are traded emeralds (increased by the amount traded), and never decreases - this has existed since the first public release of trading, but has absolutely no use currently. Perhaps wealth could affect offer removals, making them less likely? This way, frequently traded villagers could end up with offer slots which last longer. Or perhaps, rather than removing offers, they should be disabled after a fixed number of uses, and get re-enabled over time, where wealth reduces the time it takes for the offer to get enabled again? At any rate, I also disagree with the 12w25a change in its current form. --WolfieMario 14:06, 24 June 2012 (UTC)
  • I fail to see how this is a bug... please don't clutter this page with personal feedback on game design decisions. This is for reporting bugs, and clutter like this makes it harder for the devs to sort the legit bug reports from everything else. -- 22:44, 23 June 2012 (UTC)
  • This is in the Annoyances section, not the Bugs section. --WolfieMario 14:06, 24 June 2012 (UTC)




[X] [Su] Recipes for the new wooden stair block types produce the original wooden stair type instead of the new ones --Mattrition 13:02, 21 June 2012 (UTC) (via Dinnerbone's tweet)

  • (minor correction) In the case of Stairs crafted from (at least) Birch Wood and Spruce Wood Planks, the stairs generated are described as "Oak Wood Stairs"; their appearance is as stated in Mattrition's description. Have not tested to confirm the same is true for Jungle Wood Planks. [Su] --Ebbixx 11:06, 24 June 2012 (UTC)
  • Confirmed for Jungle Wood Planks. --Keithicus420 22:18, 24 June 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. TorchicBlaziken 16:31, 21 June 2012 (UTC)

  • If I recall correctly, this was an intentional change for balance purposes. It was too easy to use a red mushroom and bone meal to make an instant shelter. So you're options have changed to keeping mushrooms underground, or planting a mushroom on a Mycelium block (obtainable via Creative and/or using a Silk Touch shovel on a Mycelium block). ----Techokami 00:25, 22 June 2012 (UTC)
  • Think about that. Is it really easier to kill a skeleton and make bonemeal, then find a red mushroom and grow it then to just mine a few dirt blocks and build a shack? It's an obvious bug, however it is a feature that they are not able to be placed in daylight.
  • (Merged duplicate) Mushroom growing still has issues. They were supposed to be gowing in dark areas, but now the game only deicides if it is in touch of skylight and ignores blocklight completely. And even if it is night you still cannot place mushrooms.

[X] When collecting Mushroom blocks with Silk Touch it will not preserve the damage value. TorchicBlaziken 23:49, 2 June 2012 (UTC)

  • Confirmed as still not working --Nebetsu 23:20, 14 June 2012 (UTC)
  • Annoyances should go in the Annoyances subsection. --
  • Isn't this a little more than an annoyance? If making smooth stone suddenly stopped working, it would be a bug. This removes access to certain blocks entirely. --Nebetsu 04:49, 15 June 2012 (UTC)
  • I think this is a bug (probably related to the mushroom placement bug). I vote for upgrade. --IntKecsk 10:41, 16 June 2012 (UTC)
  • Corrected to bug rather than 'upgraded'. See the Classifying_bugs guidelines for more info on why. --Simons Mith 23:06, 16 June 2012 (UTC)

[X] 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)

[X] This tripwire setup still doesn't work: example -- Queegey 15:03, 21 June 2012 (UTC)

[X] [MP] (possibly [SP] ) In some cases (it seems to be random) just-planted seeds on farmland disappear, and you can't fix this (apparently) even if you destroy the farmland block and then put it back (using dirt + hoe). -- 13:36, 21 June 2012 (UTC)

  • Got a screenshot of the situation? -- User:Mustek 13:36, 21 June 2012 (UTC)
  • I can confirm this. It's also in Release 1.2.5 -- 14:04, 21 June 2012 (UTC)
  • I can confirm this too. -- P0tato 17:48, 24 June 2012 (UTC+1)

[X] [SP] If you prime a TNT and exit the world before it blows up, when you enter the same world again it disappears but it still explodes -- AndyPala 14:45, 21 June 2012 (UTC)

  • Sounds fine to me. You've set the TNT off, exited the game, and when you come back the TNT has exploded. If you're annoyed about missing the actual explosion than that is quite a picky issue to report. --Mattrition 14:27, 26 June 2012 (UTC)

[X] Placing signs with more than a few (3-4) characters of text results in a blank sign. --Yuki-nagato 20:14, 21 June 2012 (UTC)

  • Upgraded to bug. --Kumasasa 20:34, 21 June 2012 (UTC)
  • Not necessarily just that situation, it seems to be happening to me at random. Been writing 1-2 words per line, and about 15% of the time it goes blank. Extremely annoying, as I'm trying to re-open Irunor's Ye Olde Egg Shoppe, which has a lot of signs. -irunor, 21:26, 22 June 2012 (UTC)

[X] [Cr] When you are flying flowing water pushes you -- AndyPala 23:54, 21 June 2012 (UTC)

[X] [Cr] Pick block cannot be used on End Portal Frames.

[X] [Cr] The pick block function in Creative mode occasionally picks incorrect blocks i.e - 'picking' a stone block places a cobblestone block in your inventory and 'picking' a leaf block gives you its corresponding tree's sapling. Other than that minor detail there is no link. --MightyLemur 03:35, 22 June 2012 (UTC)

  • I believe that has to do with the "Pick block" function giving the player the block that would be created if the picked block were mined/broken. Smooth stone gives cobble, leaves give saplings, etc. This is in the current live build of MC and has been there throughout all subsequent snapshots. —User:Neithan Diniem User talk:Neithan Diniem 03:56, 22 June 2012 (UTC)4
  • Maybe they could use the "what you would get with silk touch" function to detect the right block? --Metaa 23:32, 25 June 2012 (UTC)

[X] Blocks with rails can be pushed upward by pistons without dropping the rail as an item, but not across or be pulled back down. --Keithicus420 22:38, 24 June 2012 (UTC)

[X] Pistons have lost their full ability to push since SP and MP have merged. because of that these piston elevators notch retweeted don't work anymore. I did found out that it works with sheep and cows. but only if you place them exactly in the middle.--League 15:18, 22 June 2012 (UTC)

  • Absolutely not a major issue --Mattrition 09:06, 25 June 2012 (UTC)

[X] I found a spot where i would mine dirt and i'd get sand. if i just click the dirt it will turn to sand. It's in MP, haven't checked in SP. this is also the first time i've seen this. its not everywhere. --Arashi 02:14, 26 June 2012 (UTC)

  • This is part of a broader issue where certain blocks appear as one block until you cause an "update", where it reverts to a different one. I've seen issues previously about glowstone appearing in the overworld, which then turns into whatever should be there when touched. --Mattrition 09:44, 26 June 2012 (UTC)

[X] Snow Layers cannot be placed on Upside-down slabs/stairs. --CaMoreno3 19:54, 23 June 2012 (UTC)


[A] The Ender Dragon is able to destroy both Ender Chests and Enchantment Tables. This seems inconsistent, as they are both made of Obsidian and the Ender Chest is an "End" item. --CaMoreno3 19:54, 23 June 2012 (UTC)

[A] There are a few lines of code in the class for the End Portal block (the actual portal itself, not the frame) that prevent the creation of End Portals in the Nether or End except for like a split second after the Ender Dragon dies, even though this doesn't matter because you can't even make them in Survival. This only serves to prevent the player from replacing an End Portal in the End after a player in Creative destroys them. TorchicBlaziken 22:39, 7 June 2012 (UTC)

[A] [Cr] While water and lava don't slow you down while flying anymore, cobwebs still do. TorchicBlaziken 23:28, 21 June 2012 (UTC)

[A] Redstone is not shown connected to other redstone that is on a upside-down slab/stair a level lower/higher than it when it is placed on upside-down slabs/stairs http://i45.tinypic.com/1z2kdqs.png JonL21 20:19, 21 June 2012 (UTC)

  • I think it is a bug then it is "connected". Akxe 17:04, 22 June 2012 (UTC)

[A] Stairs can't be placed upside down by looking at the top half of a block, unlike with slabs. Isn't new, but it is inconsistent since slabs can do that now. 20:31, 21 June 2012 (UTC)

[A] The ender chest doesn't give options about sharing it with someone. With this /publish update there are lot of friends who would like to share their ender chests. Akxe 13:08, 15 June 2012 (UTC)

  • I believe this is the reason Jeb caved into public demand - That the only time Ender Chests were useful in SMP was among close friends. Bigger servers with more to manage would find literally no use for Ender Chests. I'd assume that's why he made it per person - Because no one liked the idea of only being useful in such cases. --MegaScience 18:13, 21 June 2012 (UTC)
  • ... but sharing the Ender Chests with close friends is reason enough to have private and public / shared chests. --Kumasasa 19:12, 21 June 2012 (UTC)
  • Whenever you create a multiplayer game via open to LAN you play with close friend so, how about a settings in the open to LAN option?--Akxe 11:14, 22 June 2012 (UTC)
  • Need fix! One way or another, but way that it doesn't break usability on big servers. Maybe /transfer [playername]. -- 15:20, 24 June 2012 (UTC)




[!!] [MP] [?] Right clicking a Book and Quill crashes client. It produced this error:

- World MpServer Players: 2 total; [apf['ImThePwnosaurus'/36847, l='MpServer', x=-2128.90, y=74.62, z=-346.55], wk['runeandre4'/36380, l='MpServer', x=-2164.31, y=66.00, z=-317.53}} - World MpServer Chunk Stats: MultiplayerChunkCache: 441 - Forced Entities: 90 total; [apf['ImThePwnosaurus'/36847, l='MpServer', x=-2128.90, y=74.62, z=-346.55], aec['Creeper'/36907, l='MpServer', x=-2063.50, y=71.00, z=-294.50], aec['Creeper'/36906, l='MpServer', x=-2057.34, y=68.00, z=-285.47], aec['Creeper'/36905, l='MpServer', x=-2060.50, y=58.00, z=-276.50], aec['Creeper'/35745, l='MpServer', x=-2083.88, y=61.55, z=-343.25], aqu['Zombie'/36596, l='MpServer', x=-2168.69, y=69.00, z=-369.78], aec['Creeper'/36927, l='MpServer', x=-2210.50, y=31.00, z=-281.31], aqu['Zombie'/36925, l='MpServer', x=-2205.97, y=32.00, z=-275.53], ht['item.tile.stonebrick'/36793, l='MpServer', x=-2156.09, y=66.13, z=-309.97], aeo['Wolf'/34427, l='MpServer', x=-2191.28, y=78.00, z=-379.88], aec['Creeper'/36039, l='MpServer', x=-2123.59, y=72.00, z=-287.72], vt['Chicken'/34429, l='MpServer', x=-2168.84, y=13.07, z=-386.84], zs['Cow'/34428, l='MpServer', x=-2186.97, y=70.00, z=-289.09], ht['item.item.egg'/34430, l='MpServer', x=-2169.22, y=13.14, z=-386.13], ht['item.item.rottenFlesh'/34508, l='MpServer', x=-2067.91, y=65.13, z=-318.16], me['Enderman'/36321, l='MpServer', x=-2067.50, y=64.00, z=-373.50], pz['Painting'/34478, l='MpServer', x=-2124.94, y=75.50, z=-346.00], aec['Creeper'/37242, l='MpServer', x=-2051.50, y=66.00, z=-335.50], aec['Creeper'/37243, l='MpServer', x=-2052.00, y=66.00, z=-345.44], wk['runeandre4'/36380, l='MpServer', x=-2164.31, y=66.00, z=-317.53], aec['Creeper'/36773, l='MpServer', x=-2208.50, y=80.00, z=-317.50], aqu['Zombie'/37232, l='MpServer', x=-2127.97, y=70.00, z=-311.22], adq['Skeleton'/37226, l='MpServer', x=-2139.78, y=68.00, z=-302.50], aqu['Zombie'/35294, l='MpServer', x=-2157.50, y=47.00, z=-379.50], adq['Skeleton'/37209, l='MpServer', x=-2165.50, y=26.00, z=-410.50], aqu['Zombie'/36738, l='MpServer', x=-2175.38, y=69.00, z=-356.13], aqu['Zombie'/36736, l='MpServer', x=-2196.69, y=77.00, z=-375.06], aec['Creeper'/37193, l='MpServer', x=-2135.50, y=84.00, z=-274.50], aec['Creeper'/37188, l='MpServer', x=-2109.50, y=70.00, z=-280.50], aec['Creeper'/36006, l='MpServer', x=-2052.84, y=53.00, z=-320.84], adq['Skeleton'/36711, l='MpServer', x=-2076.50, y=73.00, z=-284.50], atk['Squid'/36174, l='MpServer', x=-2089.50, y=62.39, z=-337.13], aec['Creeper'/37033, l='MpServer', x=-2206.09, y=80.00, z=-337.16], adq['Skeleton'/35378, l='MpServer', x=-2183.50, y=69.00, z=-284.31], aec['Creeper'/36478, l='MpServer', x=-2128.66, y=63.00, z=-402.47], aec['Creeper'/36477, l='MpServer', x=-2129.09, y=64.00, z=-405.72], me['Enderman'/37280, l='MpServer', x=-2179.53, y=24.00, z=-380.66], aec['Creeper'/36455, l='MpServer', x=-2146.50, y=87.00, z=-275.50], aec['Creeper'/37045, l='MpServer', x=-2063.50, y=67.00, z=-270.50], aec['Creeper'/36186, l='MpServer', x=-2139.97, y=72.00, z=-290.50], aqm['Slime'/34511, l='MpServer', x=-2076.69, y=9.00, z=-341.31], vt['Chicken'/34497, l='MpServer', x=-2101.45, y=62.36, z=-339.43], zs['Cow'/34496, l='MpServer', x=-2118.55, y=67.00, z=-338.45], vt['Chicken'/34500, l='MpServer', x=-2089.47, y=62.00, z=-304.47], aqu['Zombie'/37006, l='MpServer', x=-2164.47, y=66.00, z=-319.99], aqu['Zombie'/37249, l='MpServer', x=-2055.50, y=66.00, z=-343.50], vt['Chicken'/34512, l='MpServer', x=-2056.47, y=66.00, z=-317.44], zs['Cow'/34479, l='MpServer', x=-2113.63, y=67.00, z=-339.56], pz['Painting'/34478, l='MpServer', x=-2124.94, y=75.50, z=-346.00], aqu['Zombie'/37091, l='MpServer', x=-2204.41, y=35.00, z=-334.07], aqu['Zombie'/36111, l='MpServer', x=-2183.43, y=66.00, z=-317.89], ec['Sheep'/34464, l='MpServer', x=-2140.59, y=65.00, z=-354.18], zs['Cow'/34494, l='MpServer', x=-2115.94, y=67.00, z=-340.50], zs['Cow'/34495, l='MpServer', x=-2114.53, y=67.00, z=-340.85], zs['Cow'/34493, l='MpServer', x=-2111.46, y=67.00, z=-338.47], vt['Chicken'/34490, l='MpServer', x=-2106.47, y=60.61, z=-419.84], zs['Cow'/34486, l='MpServer', x=-2111.59, y=67.00, z=-341.49], zs['Cow'/34484, l='MpServer', x=-2114.76, y=67.00, z=-339.26], zs['Cow'/34485, l='MpServer', x=-2115.55, y=67.00, z=-342.55], zs['Cow'/34482, l='MpServer', x=-2113.66, y=67.00, z=-341.97], zs['Cow'/34483, l='MpServer', x=-2111.45, y=67.00, z=-342.55], zs['Cow'/34480, l='MpServer', x=-2111.38, y=67.00, z=-340.07], zs['Cow'/34481, l='MpServer', x=-2112.56, y=67.00, z=-338.47], ec['Sheep'/34445, l='MpServer', x=-2146.55, y=65.00, z=-359.27], ec['Sheep'/34444, l='MpServer', x=-2145.35, y=65.00, z=-359.44], ec['Sheep'/34447, l='MpServer', x=-2143.87, y=65.00, z=-354.81], ec['Sheep'/34441, l='MpServer', x=-2144.22, y=65.00, z=-350.47], ec['Sheep'/34440, l='MpServer', x=-2140.25, y=65.00, z=-352.00], ec['Sheep'/34443, l='MpServer', x=-2145.43, y=65.00, z=-360.55], ec['Sheep'/34442, l='MpServer', x=-2146.55, y=65.00, z=-361.54], wk['runeandre4'/36380, l='MpServer', x=-2164.31, y=66.00, z=-317.53], ec['Sheep'/34439, l='MpServer', x=-2138.50, y=65.00, z=-352.24], ec['Sheep'/34438, l='MpServer', x=-2144.87, y=65.00, z=-362.55], adq['Skeleton'/37337, l='MpServer', x=-2091.50, y=53.00, z=-306.50], ec['Sheep'/34460, l='MpServer', x=-2146.53, y=65.00, z=-357.75], ec['Sheep'/34461, l='MpServer', x=-2146.55, y=65.00, z=-362.55], ec['Sheep'/34462, l='MpServer', x=-2142.03, y=65.00, z=-357.25], ec['Sheep'/34456, l='MpServer', x=-2146.24, y=65.00, z=-355.29], ec['Sheep'/34457, l='MpServer', x=-2145.25, y=65.00, z=-358.19], ec['Sheep'/34458, l='MpServer', x=-2146.18, y=65.00, z=-354.09], ec['Sheep'/34459, l='MpServer', x=-2145.45, y=65.00, z=-361.61], ec['Sheep'/34452, l='MpServer', x=-2146.55, y=65.00, z=-360.08], ec['Sheep'/34453, l='MpServer', x=-2142.46, y=65.00, z=-354.34], ec['Sheep'/34454, l='MpServer', x=-2138.72, y=65.00, z=-357.22], ec['Sheep'/34455, l='MpServer', x=-2146.53, y=65.00, z=-353.07], ec['Sheep'/34448, l='MpServer', x=-2144.11, y=65.00, z=-359.40], aec['Creeper'/35397, l='MpServer', x=-2102.00, y=63.00, z=-268.56], ec['Sheep'/34449, l='MpServer', x=-2146.39, y=65.00, z=-350.95], ec['Sheep'/34450, l='MpServer', x=-2145.05, y=65.00, z=-355.17], ec['Sheep'/34451, l='MpServer', x=-2143.89, y=65.00, z=-360.66}} - Retry Entities: 0 total; []}} --Pwnoz0r 16:04, 21 June 2012 (UTC)

  • Cannot replicate. Tried with an unsigned and a signed one. ISQ Talk 17:48, 21 June 2012 (UTC)
  • Cannot reproduce, have you modded your client? /jeb_
  • The client was not modded, also created a new .minecraft. Fixed the issue. Must have been an error elsewhere? --Pwnoz0r 20:55, 25 June 2012 (UTC)

[X] Very rarely buckets show as being empty when they hold contents. The bug can be found in Etho's latest video, it is also is shown here: http://www.youtube.com/watch?v=TdNr9eyTLWQ --Tripplehelix 14:32, 26 June 2012 (UTC)

[X] Creating a new map by shift-clicking simply creates a duplicate of my first map, with the same name (map_0) and with all explored areas already filled in --Bpdlr 15:02, 24 June 2012 (UTC)

  • Dont shift click create it. :) -- 15:28, 24 June 2012 (UTC)
  • Huh, I never worked out that that was the issue. Altered the report to reflect this. --Mattrition 10:09, 25 June 2012 (UTC)
  • That's intentional? Well, downgrade to annoyance then. I often shift-click just out of habit to equip stuff - could there be a warning pop-up or some other modifier, like Alt, to create a dupe? --Bpdlr 16:20, 24 June 2012 (UTC)
  • Shouldn't be intentional and needs to be fixed imo. -- User:Mustek 16:47, 24 June 2012 (UTC)

[X] [Cr] When drinking a potion in Creative you will receive an empty bottle even though the potion is not consumed. TorchicBlaziken 23:24, 21 June 2012 (UTC)

[X] A Mundane Potion can be brewed into a Splash Potion that is just called a "Mundane Potion" and does nothing. TorchicBlaziken 22:38, 23 June 2012 (UTC)

  • Can you not brew it from that stage? Does it not look like a splash potion? --Moxxy 03:27, 24 June 2012 (UTC)


[A] [?] Can something be done about the fragility of boats? I'm sick of finding myself sinking after hitting a chicken or a lily pad, and sailing at night is nigh impossible with all the squid around. Is their fragility intentional? If so, couldn't there be a crafting recipe for a reinforced boat or something? --Bpdlr 16:53, 24 June 2012 (UTC)

  • The latest snapshot prevents boats from breaking when they hit lillypads --Mattrition 09:01, 25 June 2012 (UTC)
  • Indeed, can you confirm that you are on the latest snapshot? For now, adding [?] -- -- User:Mustek 19:42, 26 June 2012 (UTC)
  • Latest snapshot, but probably mistaken about the lillypads... --Bpdlr 21:21, 26 June 2012 (UTC)

[A] Cocoa plants grow *way* too quickly - they've gone from being a rarity to a common item. I've had one mature as I watched it over less than 30s. --Bpdlr 21:17, 24 June 2012 (UTC)


[F] [X] On the map item, the arrow representing the player does not point in the right direction. It points 22.5° clockwise from the direction the player is actually facing, for example if the player is facing north the arrow will point north-northeast. TorchicBlaziken 22:46, 8 June 2012 (UTC)

  • This exists in Minecraft 1.2.5, but it still should be fixed. --Thebombzen 21:31, 21 June 2012 (UTC)
  • It's erratic for me, keeps swinging around in any old direction. Have learned to just watch the movement rather than the pointer, --Bpdlr 14:51, 25 June 2012 (UTC)

World Generator[]


[!] [?] Eyes of Ender do not work properly in Large Biomes. They lead to where the stronghold would be if the world type was Default, instead of the stronghold's actual location in that world. TorchicBlaziken 20:32, 16 June 2012 (UTC)

  • The eyes work for me in large biomes, so I think this is a different problem. Possibly the seed has changed? /jeb_

[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)

  • Possible fix could be making strongholds have priority in intersecting spots. --Moxxy 03:31, 24 June 2012 (UTC)

[X] Pyramids still intersect and overwrite villages. Seed:1 location x:-185 z-267 Idiosync 16:27, 21 June 2012 (UTC)

  • Things will always intersect. Only biomes can be recognized as an "Area" --Moxxy 03:31, 24 June 2012 (UTC)

[X] Player spawns at the bottom of the ocean with seed 1410428199654679896 and Large Biomes. Tested both survival and creative.-- 10:28, 24 June 2012 (UTC)

[X] When a player creates a world with -623160645725253637 as the seed with huge biomes, pockets of air will spawn in the ocean near spawn ---- 12:37, 27 June 2012 (UTC)


[A] Mobs can spawn in the trap in the desert temples, setting it off and ruining it. If the sandstone blocks at the bottom were top slabs, then this could be avoided since mobs don't spawn on those. Or, there could just be a few torches in the trap room. TorchicBlaziken 03:33, 23 June 2012 (UTC)

  • Not a bug, just annoying. Changed to annoyance. --Mattrition 09:01, 25 June 2012 (UTC)

[A] Making villages in the desert use sandstone was really a great idea. But isn't making them almost 100% sandstone a bit too much? Sandstone roof, sandstone floor, sandstone walls, sandstone pathes... they're kinda ugly as now. Lvxferre 07:08, 24 June 2012 (UTC)


Redstone Logic[]


[X] Tripwires deactivate redstone torches, but not the device the torches are connected to.

[X] When a block adjacent to a fence gate is removed, and the fence gate is not receiving redstone power, the fence gate is closed. Terzake 19:30, 23 June 2012 (UTC)





[X] Villagers still sink through the ground. appearing as if half on their body has sunk one block into the ground.--League 14:56, 22 June 2012 (UTC)

  • This applies to all mobs, not only villagers. --Kumasasa 15:03, 22 June 2012 (UTC)
  • True, even worse--League 10:14, 23 June 2012 (UTC)

[X] When lots of mobs are contained in a small fenced space, some mobs appear to be pushed beyond the fences, only to be dragged back quickly (example: [2] ). Lvxferre 14:19, 21 June 2012 (UTC)

  • Sometimes occurs with mobs appearing to escape from mob grinders for a short time. --XRedx 14:53, 21 June 2012 (UTC)
  • I also have experienced this. I have a sheep farm and I notice that sheep get out, but the fences should keep them contained. There's enough room for the sheep, but they still get out somehow. Perhaps they are pushed by other sheep beyond the fence and escape that way? --Keithicus420 05:17, 22 June 2012 (UTC)
  • I've noticed this, with spiders only, in my mob grinder. As the water takes them to the turn at the exit, they seem to float motionless down the stream and then bounce back suddenly. Not sure if it's because other mobs are crowding them or just the tight space (2x2 tunnel). --Bpdlr 21:27, 26 June 2012 (UTC)

[X] Mob movement is glitched in this snapshot. When they are walking forward, their body seems to move but their legs are continuously going like "walking,standstill,walking,standstill". This looks really weird--League 14:56, 22 June 2012 (UTC)

  • Corrected minor grammatical issues for clarity, and can confirm this.

[X] Pink Sheep have the wool of a White sheep on top of their wool. The glitch occurs with baby pink sheep too. Example: :File:Pink sheep bug.png ISQ Talk 14:28, 21 June 2012 (UTC)

  • Are you sure you're not looking at a rendering issue with the color of the wool on the sheep's back being renderd as white in sunlight? Does the sheep's wool color go back to normal looking if you move it into a shaded area? BrickVoid 11:46, 27 June 2012 (UTC)

[X] Slime's hitbox isn't scaling with the slime size: for the tiny slimes, it's too large (hits the slime even not aiming near it) and for the large slimes, it's too little (needs to get too close to actually hit them). Lvxferre 14:35, 21 June 2012 (UTC)

[X] When a chunk with tamed wolves sitting is loaded after being unloaded, the wolves will no longer be sitting and will teleport to the player. In some cases, there is a slight delay for them to teleport. ~Cm283

  • (Merged duplicate) Even when told to sit, cats will still teleport to you if you move far enough away, although my Siamese stayed in the same place I'd tamed him for ages (maybe the fact that I hadn't told him to "un-sit" after taming caused this?). However after I'd found him again and got him to follow me, he then disappeared the next time I crossed to a nearby island, and even returning didn't force him to teleport to me. A tabby I'd told to sit at my main home, however, I found him sitting on a chest, not where I'd left him. --Bpdlr 09:29, 25 June 2012 (UTC)
  • Not necessarily a dupe (although I've had this with wolves). Cats on the other hand seem to just vanish or act strangely. --Bpdlr 14:56, 25 June 2012 (UTC)

[X] Endermen teleport when they come in contact with water, but not with lava. TorchicBlaziken 00:59, 26 June 2012 (UTC)

  • How are we to say this is a bug? Water might be toxic to Endermen, but lava doesn't have to be. Its up to Mojang to decide the canon of the game. Vote to remove. --Mattrition 09:57, 26 June 2012 (UTC)

[X] If a villager has more trades, putting the items in a different trade, will still yield the items for that other trade. Smurfoid 20:36, 23 June 2012 (UTC)

[X] You can trade with a villager after killing him. TorchicBlaziken 00:44, 26 June 2012 (UTC)

[X] Zombies and Creepers are less persistent than used to be. They stop tracking target if it is not in the line of sight. --MTandi 13:12, 24 June 2012 (UTC)

[X] Spiders don't drop Spider Eyes if drowned rather than manually killed. Or maybe this is intentional? --Bpdlr 16:11, 24 June 2012 (UTC)

[X] The Wiki says that when Villagers are adding a new trade, they'll have the purple particle effect. I get this effect after *every* trade, even if there's no new offer. Wiki wrong, or bug? --Bpdlr 22:47, 26 June 2012 (UTC)


[A!] Cats and wolves' AI does not make them avoid cacti. Because of this, my wolves and cats walk into cacti whenever I take them into a desert. TorchicBlaziken 18:28, 21 June 2012 (UTC)

  • This also applies to all other mobs. They don't avoid fire, too. --☺ Sven ? ! 11:10, 23 June 2012 (UTC)
  • (Merged duplicate) Wolves have pathing issues. I am so sick of hitting a wolf when trying to mine or having one sit right where I want to place a block. They aimlessly fall off ledges and walk straight into lava. Can they be programmed to stay behind you unless attacking something? (I've mentioned cats elsewhere - they are better at staying out of your way, at least.) --Bpdlr 14:48, 25 June 2012 (UTC)
  • Mob path-finding behaviour can certainly be very annoying, but not necessarily a bug. --Mattrition 12:37, 26 June 2012 (UTC)
  • Yes, just an annoyance, but a bloody huge one! Seriously, wolves seem attracted to lava as if they have a death-wish. --Bpdlr 21:27, 26 June 2012 (UTC)
  • In less than 5 minutes I lost one cat and two wolves to fire. I had made a lovely fireplace, and the insane animals walked right into the fire and just stood there until they died.-- 08:52, 27 June 2012 (UTC)

[A] Ocelots are far more common than the patch notes would suggest. --Bpdlr 09:29, 25 June 2012

[A] Entities in a cart appear in front of a moving cart. -- User:Mustek 13:11, 21 June 2012 (UTC)

  • Also happens with boats and pigs. Redstonehelper 16:49, 21 June 2012 (UTC)

[A] Endermen can grief structures made out of snow or iron blocks by placing a Pumpkin on them and creating a Golem. If it is Iron, then it also results in a huge waste of resources. TorchicBlaziken 01:19, 22 June 2012 (UTC)

  • Unless you have a massive iron farm with a 2 deep iron floor completely dedicated to farming pumpkins and said farm is left completely unlit then the chances of this happening is so astronomically low that it's a null issue. --Moxxy 03:37, 24 June 2012 (UTC)
  • Completely agree. You should stop posting this annoyance Torchic, its just adding to the clutter that people have to wade through --Mattrition 12:37, 26 June 2012 (UTC)

[A] Why do so many animals swim miles offshore? Shouldn't they at least try to get back on land? --Bpdlr

  • I reported this as a bug in an earlier release. I'm pretty sure it's an unintended bias in the mob movement algorithm. See explanation in greater detail in the Talk page for 12w19a. -- 13:26, 25 June 2012 (UTC)




[X] Ever since Anvil was added, there will be sunlight where there shouldn't be, in gaping caves. This ruins many custom maps, such as Vinyl Fantasy. Here is a video (not made by me) which explains the bug. TorchicBlaziken 18:59, 17 June 2012 (UTC)

  • That specific bug was fixed in one of the first snapshots. That map looks fine. Are you perhaps thinking of another lighting bug? Dinnerbone 10:42, 26 June 2012 (UTC)

[X] The particles from sprinting on leaves are gray. The particles from sprinting on a cactus are from its bottom texture. TorchicBlaziken 01:13, 26 June 2012 (UTC)

[X] [?] Nether portal animation starts when arriving in the nether, yet it doesn't send you back until you leave & enter it again.--League 17:46, 21 June 2012 (UTC)

  • Checked, can't reproduce. -- User:Mustek 18:22, 21 June 2012 (UTC)
  • I have had this happen, on first arrival in the nether I was stuck inside the portal which blurred vision as if porting back --Tripplehelix
  • Does it happen just occasionally or all the time? --Mattrition 09:49, 26 June 2012 (UTC)
  • I have had this happen once on my current world, never before. --Tripplehelix

[X] Upside-down slabs with blocks on them still have incorrect lighting. (example) -- User:Mustek 12:36, 21 June 2012 (UTC)

  • Is it perhaps time this long-standing issue was upgraded to a major bug? I have several structures I've been waiting to finish off which look plug-ugly at present. For anyone who wants to build for aesthetics but whose design that needs half slabs, there is no workaround for this issue. -- 13:26, 21 June 2012 (UTC)
  • Vote for upgrade? -- User:Mustek 13:39, 21 June 2012 (UTC)
  • While I agree this bug is quite long-standing and a bit annoying, it doesn't break any major feature, so I vote keeping it as minor bug. Lvxferre 14:02, 21 June 2012 (UTC)
  • (Merged duplicate) Inverted slabs and stairs have a lighting problem since the beginning that makes the bottom part of surfaces made of them completely black when you make groups of them (for example for ceilings, a case in which this bug is really annoying) --SwissTHX11384EB 13:37, 22 June 2012 (UTC)
  • I can provide a picture here. <MCKMan> 15:12, 22 June 2012 (UTC)

[X] A torch in a 1-block space doesn't light its own block. (example: [3]) Lvxferre 14:02, 21 June 2012 (UTC)

  • Also in 1.2.5, confirmed in 12w25a also. 14:12, 22 June 2012 (UTC)

[X] Falling blocks (Tested with Sand, Gravel, and Dragon Egg) will sometimes not show their animation when falling. This does not happen with falling TNT. ISQ Talk 14:48, 21 June 2012 (UTC)

[X] Piston heads and blocks attached still disappear momentarily if activated and deactivated rapidly[3}}, can be reproduced by hooking a piston up to a tripwire and jumping on it repeatedly --[https://minecraft.fandom.com/wiki/User:Queegey Queegey 15:22, 21 June 2012 (UTC)

[X] When the player's HUD is over the back of a minecart, the minecart will flicker. ~Cm283

[X] Rain in Extreme Hills doesn't create particles.

[X] Chests don't show the breaking animation when you hit them. --MegaCamu 07:10, 23 June 2012 (UTC)


[A!] Blocks are incorrectly shadowed by hangovers, even with high light levels around them. They are commonly only able to be corrected by changing light within the shadow (ex torch). This allows mobs to spawn even in well lit areas, especially underground. (example: [4] ). Lvxferre 14:02, 21 June 2012 (UTC)

  • Sometimes the lighting is corrected if the player enters the shadow. ~Cm283

[A] Skeletons don't face where they're shooting. TorchicBlaziken 22:33, 23 June 2012 (UTC)

[A] Skeletons don't use the bow animation. TorchicBlaziken 22:12, 25 June 2012 (UTC)

[A] When a sticky piston is retracting, the sides of the block (that it is pulling) that will not be seen turn black before it has fully retracted. ~Cm283

[A] Rain Splashes are falling trough Stairs. --Freakedenough 11:07, 26 June 2012 (UTC)

[A] When going through the Nether Portal, the player's view is obstructed by the purpling and swirling, even after changing worlds but before moving out of the portal. Since the portals can be blocked on one side, this can be confusing. I understand and agree with the use of camera effects before changing worlds, but after going through the portal, I think this feature could be a distraction. --Keithicus420 22:11, 24 June 2012 (UTC)




[X] Sounds sometimes do not play right away or do not play at all. ISQ Talk 14:55, 21 June 2012 (UTC)

  • Have this too. really frustrating. wasn't there in last 12w24 snapshot--League 17:50, 21 June 2012 (UTC)

[X] The normal nether portal sound is fixed. the one you hear when you are near the nether portal. but there is still 1 sound missing. It's the sound you heard when the screen said: entering the nether. for clarity, here is the sound I mean --League 18:35, 14 June 2012 (UTC)

[X] Rain in Extreme Hills doesn't create sound.

[X] Large and medium slimes make the slimey, splatting sound when jumping on grass, but small slimes make the walking sound. --Keithicus420 05:54, 27 June 2012 (UTC)


[A] The chest opening/closing sound is noticeably louder than a majority of the game's sounds, making it annoying when organizing chests.

[A] Two of the music discs are still unobtainable in Survival. "11", the broken record, is simply unobtainable, while "where are we now" is not obtainable in any version of the game (due to an error involving the name's spaces).





[A] Language selection menu is messy: Lvxferre 13:49, 21 June 2012 (UTC)

  • Languages are identified by a random mix of country codes [ex: Español (AR)], names [ex: Español (Venezuela)] and adjectives [ex: Français (Français)]. There should be some kind of agreement for this.
  • Also, joke and serious translations get mixed, this is a problem with borderline joke translations like the Australian one (can be viewed as offensive if one doesn't realize it's a joke).


[F] [!!] When you add a server to the server list in the multiplayer menu, then delete it, it automatically selects "Scanning for LAN Worlds". If you delete "Scanning for LAN Worlds", it crashes the game.

[F] [X] The bug where you "change the name of a world, load that world, save and quit it. and then the old name has returned" bug is still there. very frustrating if you have like 7 world's called new world or world.--League 14:48, 22 June 2012 (UTC)

  • There is a way to bypass this glitch, but it involves finding the save file, of which finding the specific file may be difficult, and then renaming the file to your preference, but then this is still a serious inconvenience, since you have to find the directory, and even then, you can't use special characters. --Wormy14 21:48, 22 June 2012 (UTC)
  • Thanks for the solution. but it still needs to be fixed. not because it's too hard for us to go to the directory. but for the little minecrafters among us.--League 10:25, 23 June 2012 (UTC)

In-Game Interfaces/HUD[]


[!] [Cr] In languages of Minecraft which use alternate scripts such as Hebrew, Japanese, Chinese, etc., the Search function is completely unusable except for music discs. This is because there is no way to type in those languages. TorchicBlaziken 22:54, 21 June 2012 (UTC)

  • Korean, too. --Sks0315

[X] [Cr] In Creative Mode, if the player's Survival Inventory is updated while they are viewing another tab of the inventory, the same slot in that tab's inventory will be replaced by the Survival Inventory slot. Although the slot shows a Survival Inventory, it will act as a Creative Inventory slot, whereas the item will stay and can be shift clicked for full stacks of the item. –Preceding unsigned comment was added by MegaScience (talkcontribs) at 14:05, 21 June 2012 (UTC). Please sign your posts with ~~~~

  • Created an animated GIF of the bug: http://i.imgur.com/KUnaP.gif I discovered it while trying to stockpile Ender Dragon eggs so I couldn't accidentally loose all of them in the Creative Inventory. While idling in front of this simple contraption I made, I noticed the eggs were replacing a slot in the Creative Inventory, while still working as Creative slots. MegaScience 14:30, 21 June 2012 (UTC)
  • This has been around ever since Creative mode was available and I've always used it to my advantage on potions before they were available in the creative inventory
  • Confirmed, and annoying as hell. I've been noticing this since the new creative inventory. It may be useful in some cases (reference above), but it's extremely annoying in others.

[X] Books still do this when a line is filled[https://www.dropbox.com/s/6dhwh8aj80oj9f4/2012-06-21_16.09.55.png[2}}, with the 0 changing to a 7 every moment and back

[X] A few of the new items in the stats menu show up with the wrong image a couple of examples: http://i.imgur.com/YjAE9.png --Tripplehelix 17:40, 22 June 2012 (UTC)

[X] If you drown while the inventory screen is open your avatar will show the dying animation in time with the game, falling outside of its box of negative space and reverting to the default skin. The avatar still follows your cursor movement from its sideways position on top of the menu. Closing and reopening the inventory menu while drowned will not change this. --Nearlywise 25, June 2012

[X] [Cr] In the Creative inventory, unless on the survival inventory tab, the last hotbar slot is one pixel too short, as demonstrated here. Redstonehelper 19:18, 26 June 2012 (UTC)


[A] The number of unique items in the game keeps increasing, but we still have the same amount of inventory spaces, resulting in very easy and fast inventory clogging. <MCKMan> 16:05, 22 June 2012 (UTC)

[A] When writing in a book you can not move back without deleting everything you have written before it. --Queegey 15:12, 21 June 2012 (UTC)

[A] You can't shift-click into villagers' trading slots. Redstonehelper 16:52, 21 June 2012 (UTC)

[A] In the Blocks Statistics there are missing several tooltips (Sapling, Wood Slab, Pumpkin stem ...) --Kumasasa 20:16, 22 June 2012 (UTC)

[A] In the Blocks Statistics Tall Grass25px has the icon of Dead Bush 25px --Kumasasa 20:16, 22 June 2012 (UTC)

  • That's because tall grass with data 0 actually looks like the dead shrub. --☺ Sven ? ! 11:14, 23 June 2012 (UTC)
  • Moved to annoyances -- User:Mustek 22:34, 23 June 2012 (UTC)

[A] [?] It should be possible to stack Signs and empty Buckets in the future! --Freakedenough 11:07, 26 June 2012 (UTC)

  • err, empty buckets are stackable !? You are using snapshot 12w25a, are you ? -- 10:12, 26 June 2012 (UTC)
  • OK, noticed this works for empty buckets up to 16 items not 64 as expected. --Freakedenough 11:07, 26 June 2012 (UTC)

[A] Shift-clicking a pumpkin does not equip it to the player's head like a helmet.




[!] X/Z ≥4000000 in the Nether is not treated as an illegal position by the game. It should be, because although the Far Lands don't start at that point, if you go there and use a Nether Portal to go to the Overworld, you will be in the Far Lands (which start at X/Z 32000000) and be disconnected for an illegal position, and when you log in you will still be in the Far Lands and be disconnected again, and have no way to get out. TorchicBlaziken 23:15, 21 June 2012 (UTC)

  • Does not crash Minecraft. Should be downgraded. MaryTheTiger 23:24, 21 June 2012 (UTC)
    • But it does make the game unplayable, therefore it is a major bug.

[X] When someone joins your world through LAN, you are still unable to kick and ban that player.--League 14:47, 22 June 2012 (UTC)

[X] If the player attempts to teleport another player to them while that other player is in another dimension, the other player will be moved to the player's coordinates in that dimension. For example, if a player is in The Overworld attempts to teleport a player to them, and that player is in The End, it will teleport that player to their Overworld coordinates while still in the End, causing them to fall to their death in most cases. MegaScience 14:47, 21 June 2012 (UTC)

  • I see no bug. It's coordinate teleport not dimension teleport. That would need dimension as additional argument. -- 15:46, 24 June 2012 (UTC)
  • The purpose of TP'ing someone to you is so that person can be with you, not at the same coords in a different world. -- User:Mustek 16:54, 24 June 2012 (UTC)

[X] When typing /kill, it shows "*** fell out of the world".

[X] Whisper command (/tell) is missing.

[X] Emote command (/me) only works for op.

[X] Whitelist add command (/whitelist add) no longer converts input to lower case before saving.


[A] Many op commands (like /give and /tp) now result in output text to all users, instead of just op like before. For /tp, this is particularly annoying because if the op uses coordinates, everyone on the server sees those coordinates.

  • Fixed wrong tag -- User:Mustek 16:53, 24 June 2012 (UTC)

[A] When using the /tp command to teleport to a position, if the user enters an x/z coordinate between 30,000,000 and 32,000,000, they will be teleported to fake chunks. Additionally, if the user enters the max x/z coordinate (32,000,000), they will be teleported to an "illegal position" and unable to escape. (perhaps make the max x/z coordinate 30,000,000 instead of 32,000,000?)

  • Fixed wrong tag -- User:Mustek 16:53, 24 June 2012 (UTC)
  • Or maybe have the game just display a message such as "Cannot teleport to those coordinates, illegal target position."


Language/Text Files[]


[X] Cannot insert "§" character in books directly, only copying from other program. Also, characters with tilde (ã ẽ õ) don't work in signs. Lvxferre 13:40, 21 June 2012 (UTC)


[A] Vowels with tildes get a thinner and strange look in both Portuguese (PT and BR) translations, making the text look ugly and harder to read (This can be solved simply swapping the tilde with a bar, like it was done with Spanish "ñ"). Also, "ç" is misaligned. Lvxferre 13:40, 21 June 2012 (UTC)

[A] Serbian translation is mixing phrases in Cyrillic and Latin. Lvxferre 13:40, 21 June 2012 (UTC)

[A] The biome 'Frozen Ocean' appears in the F3 screen without a space. http://i.imgur.com/jadFv.png Tripplehelix 21:54, 24 June 2012 (UTC)

  • This is also true for 'Frozen River', I'm guessing the word "Frozen" needs a space after it. --Tripplehelix



Category:Tables without description