Minecraft Wiki
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{{About|the bugs and issues in weekly development version '''12w40b'''|the bugs and issues in the current full release version|Issues}}
 
 
{{issues/read the instructions}}
 
{{issues/read the instructions}}
 
{{issues nav}}
 
{{issues nav}}
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- Is Modded: Unknown (can't tell)
 
- Is Modded: Unknown (can't tell)
 
- Profiler Position: N/A (disabled)
 
- Profiler Position: N/A (disabled)
- Player Count: 1 / 8; [id['Lord_Kandar'/95056, l='DemBones House of Horror', x=11.00, y=80.00, z=34.00]]
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- Player Count: 1 / 8; [id['Lord_Kandar'/95056, l='DemBones House of Horror', x=11.00, y=80.00, z=34.00}}
 
- World DemBones House of Horror Entities: 0 total; []
 
- World DemBones House of Horror Entities: 0 total; []
 
- World DemBones House of Horror Players: 0 total; []
 
- World DemBones House of Horror Players: 0 total; []
 
- World DemBones House of Horror Chunk Stats: ServerChunkCache: 0 Drop: 0
 
- World DemBones House of Horror Chunk Stats: ServerChunkCache: 0 Drop: 0
 
- Type: Dedicated Server}}
 
- Type: Dedicated Server}}
[[User:DarkWolff|DarkWolff]] 19:05, 6 October 2012 (UTC)
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{{static link|User:DarkWolff|DarkWolff}} 19:05, 6 October 2012 (UTC)
   
{{bl}} I'm getting a lot of "Something is taking too long!" messages. I started debug profiling after 12w40a kept crashing my server, so I'm not sure if this is normal or how long is too long for these events. Animals are acting glitchy, but hasn't crashed yet. UPDATE: This is affecting chunk loading, too. I teleport to an unloaded area, and it takes a few seconds to load any chunks and the log gets spammed with these errors. --[[User:SullyTheUnusual|SullyTheUnusual]] 15:45, 5 October 2012 (UTC)
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{{bl}} I'm getting a lot of "Something is taking too long!" messages. I started debug profiling after 12w40a kept crashing my server, so I'm not sure if this is normal or how long is too long for these events. Animals are acting glitchy, but hasn't crashed yet. UPDATE: This is affecting chunk loading, too. I teleport to an unloaded area, and it takes a few seconds to load any chunks and the log gets spammed with these errors. --{{static link|User:SullyTheUnusual|SullyTheUnusual}} 15:45, 5 October 2012 (UTC)
   
 
{{cr|1=05.10 10:18:23 [Server] INFO Something's taking too long! 'root' took aprox 283.577421 ms
 
{{cr|1=05.10 10:18:23 [Server] INFO Something's taking too long! 'root' took aprox 283.577421 ms
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05.10 10:17:04 [Server] INFO Something's taking too long! 'root.levels.world.tick.entities.regular.tick.ai.newAi' took aprox 344.091216 ms}}
 
05.10 10:17:04 [Server] INFO Something's taking too long! 'root.levels.world.tick.entities.regular.tick.ai.newAi' took aprox 344.091216 ms}}
   
{{bl}} The Minecraft launcher can not log you in when a server is starting. [[User:Pokechu22|Pokechu22]] 22:15, 5 October 2012 (UTC)
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{{bl}} The Minecraft launcher can not log you in when a server is starting. {{static link|User:Pokechu22|Pokechu22}} 22:15, 5 October 2012 (UTC)
   
{{bl}} If you open the game via Terminal or the command prompt and attempt to load/create a world, it always displays the world loading at "0%", meaning that there is no way to track world loading progress, almost making me believe I couldn't load worlds. --[[User:Wormy14|Wormy14]] 18:44, 8 October 2012 (UTC)
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{{bl}} If you open the game via Terminal or the command prompt and attempt to load/create a world, it always displays the world loading at "0%", meaning that there is no way to track world loading progress, almost making me believe I couldn't load worlds. --{{static link|User:Wormy14|Wormy14}} 18:44, 8 October 2012 (UTC)
   
 
{{bl|!}} If you launch Minecraft from the command line, and load a chunk with a monster spawner set to monster in it, then the game lags a lot and puts this in the command window:
 
{{bl|!}} If you launch Minecraft from the command line, and load a chunk with a monster spawner set to monster in it, then the game lags a lot and puts this in the command window:
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- Is Modded: Unknown (can't tell)
 
- Is Modded: Unknown (can't tell)
 
- Profiler Position: N/A (disabled)
 
- Profiler Position: N/A (disabled)
- Player Count: 3 / 15; [id['Australican'/405493, l='world', x=4014.27, y=74.00, z=164.66], id['dinodaw'/549442, l='world', x=1659.50, y=12.50, z=1123.50], id['117EV'/595312, l='world', x=4018.20, y=75.00, z=162.83]]
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- Player Count: 3 / 15; [id['Australican'/405493, l='world', x=4014.27, y=74.00, z=164.66], id['dinodaw'/549442, l='world', x=1659.50, y=12.50, z=1123.50], id['117EV'/595312, l='world', x=4018.20, y=75.00, z=162.83}}
 
- World world Entities: 0 total; []
 
- World world Entities: 0 total; []
 
- World world Players: 0 total; []
 
- World world Players: 0 total; []
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- Is Modded: Unknown (can't tell)
 
- Is Modded: Unknown (can't tell)
 
- Profiler Position: N/A (disabled)
 
- Profiler Position: N/A (disabled)
- Player Count: 4 / 15; [id['_Malachy'/105584, l='world', x=-100.06, y=61.62, z=347.52], id['Australican'/73, l='world', x=1657.48, y=20.00, z=1092.44], id['117EV'/9385, l='world', x=3984.44, y=63.00, z=139.91], id['JUSTINGABRIEL450'/109969, l='world', x=-100.42, y=61.36, z=344.64]]
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- Player Count: 4 / 15; [id['_Malachy'/105584, l='world', x=-100.06, y=61.62, z=347.52], id['Australican'/73, l='world', x=1657.48, y=20.00, z=1092.44], id['117EV'/9385, l='world', x=3984.44, y=63.00, z=139.91], id['JUSTINGABRIEL450'/109969, l='world', x=-100.42, y=61.36, z=344.64}}
 
- World world Entities: 0 total; []
 
- World world Entities: 0 total; []
 
- World world Players: 0 total; []
 
- World world Players: 0 total; []
 
- World world Chunk Stats: ServerChunkCache: 0 Drop: 0
 
- World world Chunk Stats: ServerChunkCache: 0 Drop: 0
 
- Type: Dedicated Server}}
 
- Type: Dedicated Server}}
--[[User:MuttJunior|MuttJunior]] 19:57, 10 October 2012 (UTC)
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--{{static link|User:MuttJunior|MuttJunior}} 19:57, 10 October 2012 (UTC)
 
:* Having the same issue on Mac OS X Server Edition, 10.8.2, running Oracle Java 7 (1.7.0_7 64-bit). But responsiveness is vastly improved by using the new G1GC garbage collector (right up until SMP crashes). Still crashes with an OutOfMemory error after 10 hours or so, but the server doesn't use very much CPU the entire run.
 
:* Having the same issue on Mac OS X Server Edition, 10.8.2, running Oracle Java 7 (1.7.0_7 64-bit). But responsiveness is vastly improved by using the new G1GC garbage collector (right up until SMP crashes). Still crashes with an OutOfMemory error after 10 hours or so, but the server doesn't use very much CPU the entire run.
 
<code>
 
<code>
 
java -server -Xmx3G -Xms3G -XX:+UseG1GC -jar minecraft_server.jar
 
java -server -Xmx3G -Xms3G -XX:+UseG1GC -jar minecraft_server.jar
 
</code>
 
</code>
--[[User:Inertia|Inertia]] 05:38, 11 October 2012 (UTC)
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--{{static link|User:Inertia|Inertia}} 05:38, 11 October 2012 (UTC)
 
::* A few minutes before the last OutOfMemory crash, after over 9 hours of continuous use, this is how the G1GC garbage collector looked (note, a Full GC pass takes over a second, normally it's much much shorter):
 
::* A few minutes before the last OutOfMemory crash, after over 9 hours of continuous use, this is how the G1GC garbage collector looked (note, a Full GC pass takes over a second, normally it's much much shorter):
   
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33266.898: [GC pause (young)-- 3064M->2878M(3072M), 0.2332520 secs]}}
 
33266.898: [GC pause (young)-- 3064M->2878M(3072M), 0.2332520 secs]}}
   
--[[User:Inertia|Inertia]] 13:52, 11 October 2012 (UTC)
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--{{static link|User:Inertia|Inertia}} 13:52, 11 October 2012 (UTC)
   
 
<h3>Annoyances</h3>
 
<h3>Annoyances</h3>
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== Gameplay ==
 
== Gameplay ==
 
<h3>Bugs</h3>
 
<h3>Bugs</h3>
{{bl}}The glass that the beacon have will sometimes become non-solid. You will collide with the blue thing inside the glass. And block highlight will highlight the blue part.--[[User:HawkBird|HawkBird]] 10:26, 10 October 2012 (UTC)
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{{bl}}The glass that the beacon have will sometimes become non-solid. You will collide with the blue thing inside the glass. And block highlight will highlight the blue part.--{{static link|User:HawkBird|HawkBird}} 10:26, 10 October 2012 (UTC)
   
 
{{bl}} Redstone repeaters get stuck if the chunk unloads while they are powered in SMP. This makes solid-state clocks nearly impossible! The workarounds (mechanical clocks, huge inverter arrays) all are problematic in other ways. This bug is very painful for the electronics crowd :(
 
{{bl}} Redstone repeaters get stuck if the chunk unloads while they are powered in SMP. This makes solid-state clocks nearly impossible! The workarounds (mechanical clocks, huge inverter arrays) all are problematic in other ways. This bug is very painful for the electronics crowd :(
:* Shouldn't this be upgraded to a major bug? --[[Special:Contributions/82.69.54.207|82.69.54.207]] 16:01, 10 October 2012 (UTC)
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:* Shouldn't this be upgraded to a major bug? --{{static link|Special:Contributions/82.69.54.207|82.69.54.207}} 16:01, 10 October 2012 (UTC)
   
 
{{bl}} Logging out and logging back in while falling off a cliff will only make you take the fall damage from the height you logged back in from. It is extremely annoying with fall traps on PvP servers.
 
{{bl}} Logging out and logging back in while falling off a cliff will only make you take the fall damage from the height you logged back in from. It is extremely annoying with fall traps on PvP servers.
   
{{bl}} You can't teleport a player downwards using relative teleportation. It says the minimum is 0.0, in contrast with the snapshot notes. P.S. Thank you for adding this feature, Dinnerbone :) --[[User:WolfieMario|WolfieMario]] 21:14, 5 October 2012 (UTC)
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{{bl}} You can't teleport a player downwards using relative teleportation. It says the minimum is 0.0, in contrast with the snapshot notes. P.S. Thank you for adding this feature, Dinnerbone :) --{{static link|User:WolfieMario|WolfieMario}} 21:14, 5 October 2012 (UTC)
   
 
{{bl}} It's either I'm extremely unlucky or cows don't spawn in plain* biomes. It's filled with sheep. I've been killing sheep and looking for cows for about 30mins.
 
{{bl}} It's either I'm extremely unlucky or cows don't spawn in plain* biomes. It's filled with sheep. I've been killing sheep and looking for cows for about 30mins.
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:2. Power the rails.
 
:2. Power the rails.
 
:3. Place many minecarts on the rails.
 
:3. Place many minecarts on the rails.
:4. Break the blocks (not the rails) and watch the carts fly. [[User:Yoshidude56|yoshidude56]] 22:59, 6 October 2012 (UTC)
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:4. Break the blocks (not the rails) and watch the carts fly. {{static link|User:Yoshidude56|yoshidude56}} 22:59, 6 October 2012 (UTC)
   
{{bl}} {{OS|Linux}} Boats float in midair above the water and/or sink below the water after placing a boat in the water, saving the map, opening the map, and then touching the boat. [[File:2012-09-28 08.24.19.png|thumb|A boat floating in midair above the water in an enclosed dock.]] To reproduce: 1) Place boat in water; 2) Save the map; 3) Open up the same map; 4) You will see the boat floating in midair just above the water; 5) Nudge the boat slightly by going adjacent to it and it will drop into the water; 6) After dropping into the water, it will actually start to fill with water and sink slowly; 7) Go next to it and the boat will float to the top once again; 8) After that, it may start to sink again; 9) This occurs when placed in water in an enclosed dock, and sometimes in open water. --[[User:Eugeniusz|Eugeniusz]] 09:07, 07 October 2012 (CEST)
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{{bl}} {{OS|Linux}} Boats float in midair above the water and/or sink below the water after placing a boat in the water, saving the map, opening the map, and then touching the boat. {{static link|File:2012-09-28 08.24.19.png|thumb|A boat floating in midair above the water in an enclosed dock.}} To reproduce: 1) Place boat in water; 2) Save the map; 3) Open up the same map; 4) You will see the boat floating in midair just above the water; 5) Nudge the boat slightly by going adjacent to it and it will drop into the water; 6) After dropping into the water, it will actually start to fill with water and sink slowly; 7) Go next to it and the boat will float to the top once again; 8) After that, it may start to sink again; 9) This occurs when placed in water in an enclosed dock, and sometimes in open water. --{{static link|User:Eugeniusz|Eugeniusz}} 09:07, 07 October 2012 (CEST)
:* Confirmed, boats do float when saving and then re-opening a world. Here's a screenshot: [http://i.imgur.com/ZT8Gd.png] --[[User:Thebombzen|Thebombzen]] 02:28, 10 October 2012 (UTC)
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:* Confirmed, boats do float when saving and then re-opening a world. Here's a screenshot: [http://i.imgur.com/ZT8Gd.png] --{{static link|User:Thebombzen|Thebombzen}} 02:28, 10 October 2012 (UTC)
{{bl}}TNT does not ignite when its top is hit with a flaming arrow, only the sides or bottom. [[Special:Contributions/67.194.93.167|67.194.93.167]] 19:36, 10 October 2012 (UTC)
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{{bl}}TNT does not ignite when its top is hit with a flaming arrow, only the sides or bottom. {{static link|Special:Contributions/67.194.93.167|67.194.93.167}} 19:36, 10 October 2012 (UTC)
   
 
<h3>Annoyances</h3>
 
<h3>Annoyances</h3>
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{{bl|a}} A minecart which has been placed on rails does not count as an entity which can move through Nether Portals. It's unknown if this is a glitch or a feature.
 
{{bl|a}} A minecart which has been placed on rails does not count as an entity which can move through Nether Portals. It's unknown if this is a glitch or a feature.
   
{{bl|a}} Momentum is not preserved when teleporting, so repetitive teleportation leads to a stuttering motion effect - this is compounded with the fact that the camera already stutters when teleporting. The effect is rather noticeable if you try to do a running jump and get teleported - you grind to a dead halt, and fall as though you only started falling the moment of the teleport. Perhaps a parameter can be added so momentum can optionally be preserved when teleporting? --[[User:WolfieMario|WolfieMario]] 21:25, 5 October 2012 (UTC)
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{{bl|a}} Momentum is not preserved when teleporting, so repetitive teleportation leads to a stuttering motion effect - this is compounded with the fact that the camera already stutters when teleporting. The effect is rather noticeable if you try to do a running jump and get teleported - you grind to a dead halt, and fall as though you only started falling the moment of the teleport. Perhaps a parameter can be added so momentum can optionally be preserved when teleporting? --{{static link|User:WolfieMario|WolfieMario}} 21:25, 5 October 2012 (UTC)
   
   
{{bl|a}} Attempting to send any entity but the player through the End Portal created by the Ender Dragon will instead teleport the entities to the End spawnpoint. I am not sure how this could be corrected, as End Portals do not seem to link up the same way as Nether Portals, but simply sending entities elsewhere in The End does not seem right. --[[User:MegaScience|MegaScience]] 16:46, 6 October 2012 (UTC)
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{{bl|a}} Attempting to send any entity but the player through the End Portal created by the Ender Dragon will instead teleport the entities to the End spawnpoint. I am not sure how this could be corrected, as End Portals do not seem to link up the same way as Nether Portals, but simply sending entities elsewhere in The End does not seem right. --{{static link|User:MegaScience|MegaScience}} 16:46, 6 October 2012 (UTC)
 
:* that is because when the entity goes out the portal in the overworld, it will just get teleported back.
 
:* that is because when the entity goes out the portal in the overworld, it will just get teleported back.
   
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<h3>Bugs</h3>
 
<h3>Bugs</h3>
 
{{bl}} Noticed that if you mine any block for about 1/4 of a second then while holding the mouse button down slide your crosshair to another block, it will mine the previous block even if you never finished. Currently able to clear cut a large biomes rainforest within half an hour due to the bug.
 
{{bl}} Noticed that if you mine any block for about 1/4 of a second then while holding the mouse button down slide your crosshair to another block, it will mine the previous block even if you never finished. Currently able to clear cut a large biomes rainforest within half an hour due to the bug.
:* It should be fixed. Are you sure you running version 12w40'''b'''? — [[User:MiiNiPaa|MiiNiPaa]]<sup>[[User talk:MiiNiPaa|T]]|[[Special:Contributions/MiiNiPaa|C]]</sup> 13:48, 10 October 2012 (UTC)
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:* It should be fixed. Are you sure you running version 12w40'''b'''? — {{static link|User:MiiNiPaa|MiiNiPaa}}<sup>{{static link|User talk:MiiNiPaa|T}}|{{static link|Special:Contributions/MiiNiPaa|C}}</sup> 13:48, 10 October 2012 (UTC)
   
{{bl|!}} {{bl|?}} Potatoes and Carrots still drops out of dry farmland. This is unlike any other crop in the game! [[File:2012-09-22_17.48.41.png|200px]]
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{{bl|!}} {{bl|?}} Potatoes and Carrots still drops out of dry farmland. This is unlike any other crop in the game! {{static link|File:2012-09-22_17.48.41.png|200px}}
[[User:Floedekage|Floedekage]] 21:44, 6 October 2012 (UTC)
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{{static link|User:Floedekage|Floedekage}} 21:44, 6 October 2012 (UTC)
:* That is not dry farmland, that is dirt and any crop will drop out when you trample them. --[[User:Minecraft5025|Minecraft5025]] 15:53, 8 October 2012 (UTC)
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:* That is not dry farmland, that is dirt and any crop will drop out when you trample them. --{{static link|User:Minecraft5025|Minecraft5025}} 15:53, 8 October 2012 (UTC)
::* Yeah, that's because farmland becomes dirt when the carrots and potatoes pop out. That does not invalidate the GP's original complaint.--[[Special:Contributions/82.69.54.207|82.69.54.207]] 18:54, 8 October 2012 (UTC)
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::* Yeah, that's because farmland becomes dirt when the carrots and potatoes pop out. That does not invalidate the GP's original complaint.--{{static link|Special:Contributions/82.69.54.207|82.69.54.207}} 18:54, 8 October 2012 (UTC)
::* Yes, the farmland haven't been jumped on or anything. Regarding the "community can't reproduce" here's how to do it: Use /toggledownfall to make it rain, hoe some dirt and when it is turned into wet farmland plant some potatoes and carrots. Then use /toggledownfall again to make it stop raining and watch the plant pop out of the ground slowly. [[User:Floedekage|Floedekage]] 21:14, 9 October 2012 (UTC)
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::* Yes, the farmland haven't been jumped on or anything. Regarding the "community can't reproduce" here's how to do it: Use /toggledownfall to make it rain, hoe some dirt and when it is turned into wet farmland plant some potatoes and carrots. Then use /toggledownfall again to make it stop raining and watch the plant pop out of the ground slowly. {{static link|User:Floedekage|Floedekage}} 21:14, 9 October 2012 (UTC)
:* In my opinion, carrots should require water to not pop out. Potatoes and wheat shouldn't. EDIT: Also I have talked to real potato farmers and they say that potatoes require dry ground (<b>not</b> absolutely dry, but dry). So maybe they should require be dry or poisoned potatoes are more frequent. --[[Special:Contributions/188.238.221.29|188.238.221.29]] 15:40, 10 October 2012 (UTC)
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:* In my opinion, carrots should require water to not pop out. Potatoes and wheat shouldn't. EDIT: Also I have talked to real potato farmers and they say that potatoes require dry ground (<b>not</b> absolutely dry, but dry). So maybe they should require be dry or poisoned potatoes are more frequent. --{{static link|Special:Contributions/188.238.221.29|188.238.221.29}} 15:40, 10 October 2012 (UTC)
   
{{bl}} Digging straight down makes the player glitch into blocks. Digging down a dirt pillar with hands causes momentary block glitches every now and then. Digging with Efficiency IV diamond shovel (single blocks at a time) makes the player glitch into a block and keep spazzing until you relog. If you dig down while you are glitched, and then relog, you are standing on a floating dirt block after re-joining. Also, the block breaking animation sometimes bugs out. Are these some kind of timing issues between the server and the client? --[[User:Masa|Masa]] 15:50, 5 October 2012 (UTC)
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{{bl}} Digging straight down makes the player glitch into blocks. Digging down a dirt pillar with hands causes momentary block glitches every now and then. Digging with Efficiency IV diamond shovel (single blocks at a time) makes the player glitch into a block and keep spazzing until you relog. If you dig down while you are glitched, and then relog, you are standing on a floating dirt block after re-joining. Also, the block breaking animation sometimes bugs out. Are these some kind of timing issues between the server and the client? --{{static link|User:Masa|Masa}} 15:50, 5 October 2012 (UTC)
   
:* I forgot to mention that the glitch can be avoided by moving (horizontally) a little bit between breaking the blocks. --[[User:Masa|Masa]] 16:54, 5 October 2012 (UTC)
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:* I forgot to mention that the glitch can be avoided by moving (horizontally) a little bit between breaking the blocks. --{{static link|User:Masa|Masa}} 16:54, 5 October 2012 (UTC)
   
{{bl}} The beacon blocks have very strange hitboxes. The hilight box is around the inner diamond block. Walking into or standing on a beacon block makes the player glitch/spaz around. --[[User:Masa|Masa]] 16:02, 5 October 2012 (UTC)
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{{bl}} The beacon blocks have very strange hitboxes. The hilight box is around the inner diamond block. Walking into or standing on a beacon block makes the player glitch/spaz around. --{{static link|User:Masa|Masa}} 16:02, 5 October 2012 (UTC)
   
{{bl}} Placing a torch one block ''above'' a cobblestone wall, rather than on the wall itself still makes the wall grow a post. (This is another case where 'reshape control' might be handy. I think there might be quite a few.) --[[User:Simons Mith|Simons Mith]]<sup>[[Special:Contributions/82.69.54.207|[82.69.54.207]]]</sup> 18:01, 10 October 2012 (UTC)
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{{bl}} Placing a torch one block ''above'' a cobblestone wall, rather than on the wall itself still makes the wall grow a post. (This is another case where 'reshape control' might be handy. I think there might be quite a few.) --{{static link|User:Simons Mith|Simons Mith}}<sup>{{static link|Special:Contributions/82.69.54.207|[82.69.54.207}}]</sup> 18:01, 10 October 2012 (UTC)
[[File:Cobblestonefencebug.png|150px|thumb|Cobblestone fence affected by torch that isn't touching it.]]
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{{static link|File:Cobblestonefencebug.png|150px|thumb|Cobblestone fence affected by torch that isn't touching it.}}
   
 
{{bl}} Sometimes when you jump from a block you get random falling damage. sometimes this is so bad you can't get out of it and you die.
 
{{bl}} Sometimes when you jump from a block you get random falling damage. sometimes this is so bad you can't get out of it and you die.
:* Can you be any more specific? Developers won't know how to fix it if you don't tell them a specific problem! :p --[[User:Keithicus420|Keithicus420]] 19:59, 6 October 2012 (UTC)
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:* Can you be any more specific? Developers won't know how to fix it if you don't tell them a specific problem! :p --{{static link|User:Keithicus420|Keithicus420}} 19:59, 6 October 2012 (UTC)
:* It may have something to do with stairs. I've seen this happen a lot when jumping off of the middle of a stair. [[User:DarkWolff|DarkWolff]] 13:45, 9 October 2012 (UTC)
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:* It may have something to do with stairs. I've seen this happen a lot when jumping off of the middle of a stair. {{static link|User:DarkWolff|DarkWolff}} 13:45, 9 October 2012 (UTC)
   
{{bl}} Apparently you can't pick block on a powered beacon block, although the unpowered ones can be picked. --[[User:Keithicus420|Keithicus420]] 20:55, 6 October 2012 (UTC)
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{{bl}} Apparently you can't pick block on a powered beacon block, although the unpowered ones can be picked. --{{static link|User:Keithicus420|Keithicus420}} 20:55, 6 October 2012 (UTC)
   
{{bl}} Heads (tested with zombies, but I expect all to do the same) must be placed on top or the side of a block, but are not dependent on that block; the block can be destroyed and the head does not drop as an item. Seems like if they can exist without the block, why should the block need to be there to be place a head on it? Tested in CSP. --[[User:Keithicus420|Keithicus420]] 21:08, 6 October 2012 (UTC)
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{{bl}} Heads (tested with zombies, but I expect all to do the same) must be placed on top or the side of a block, but are not dependent on that block; the block can be destroyed and the head does not drop as an item. Seems like if they can exist without the block, why should the block need to be there to be place a head on it? Tested in CSP. --{{static link|User:Keithicus420|Keithicus420}} 21:08, 6 October 2012 (UTC)
*It could be intended, since pumpkins and jack o' lanterns are similar and need a block underneath but don't drop if the block is removed. --[[User:Bobbychan193|Bobbychan193]] 05:44, 7 October 2012 (UTC)
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*It could be intended, since pumpkins and jack o' lanterns are similar and need a block underneath but don't drop if the block is removed. --{{static link|User:Bobbychan193|Bobbychan193}} 05:44, 7 October 2012 (UTC)
   
   
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{{bl|a}} If you place a slab on top of an ice block, you will still slide when walking on the slab.
 
{{bl|a}} If you place a slab on top of an ice block, you will still slide when walking on the slab.
:* This is intended behavior.[[User:Pokechu22|Pokechu22]] 21:26, 5 October 2012 (UTC)
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:* This is intended behavior.{{static link|User:Pokechu22|Pokechu22}} 21:26, 5 October 2012 (UTC)
   
 
<h3>Fixed/skipped</h3>
 
<h3>Fixed/skipped</h3>
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== Items ==
 
== Items ==
 
<h3>Bugs</h3>
 
<h3>Bugs</h3>
{{bl}} Paintings still overlap with each other when placed. [[User:Dsguy411|Dsguy411]] 15:54, 5 October 2012 (UTC)
+
{{bl}} Paintings still overlap with each other when placed. {{static link|User:Dsguy411|Dsguy411}} 15:54, 5 October 2012 (UTC)
   
{{bl}} Birch Leaves sometimes drop as Oak Leaves with the Birch Leaves texture when gathered with a Silk Touch axe. [[User:Shirizaan|Shirizaan]] 17:48, 5 October 2012 (UTC)
+
{{bl}} Birch Leaves sometimes drop as Oak Leaves with the Birch Leaves texture when gathered with a Silk Touch axe. {{static link|User:Shirizaan|Shirizaan}} 17:48, 5 October 2012 (UTC)
 
:*I have encountered the same issue when sheering jungle leaves.
 
:*I have encountered the same issue when sheering jungle leaves.
 
:* also sometimes leaves will have another damage value and that makes them impossible to stack with each other (even if they are the same type of leaves)
 
:* also sometimes leaves will have another damage value and that makes them impossible to stack with each other (even if they are the same type of leaves)
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{{bl}} Custom potion effects on splash potions don't work, when the potion is fired by a dispenser. Instead, the potion has it's normal effect. Normal potions and splash potions thrown by a player work normally with custom effects.
 
{{bl}} Custom potion effects on splash potions don't work, when the potion is fired by a dispenser. Instead, the potion has it's normal effect. Normal potions and splash potions thrown by a player work normally with custom effects.
:I can confirm this. Automatically splashing a player with Blindness doesn't work for me. [[User:Yoshidude56|yoshidude56]] 20:16, 6 October 2012 (UTC)
+
:I can confirm this. Automatically splashing a player with Blindness doesn't work for me. {{static link|User:Yoshidude56|yoshidude56}} 20:16, 6 October 2012 (UTC)
   
 
[X]in My world 2 overworld portal links to 1 portal, I died inside one of the overworld portal while it is still teleporting me to the nether, minecraft froze, and crashed, I relogged, i respawned properly I went to the nether assuming that my items would get ported there because of the new portal mechanics, Sadly I only got 1/8th of my inventory, the rest got lost from the game permanently, I am having a hard time reproducing this,
 
[X]in My world 2 overworld portal links to 1 portal, I died inside one of the overworld portal while it is still teleporting me to the nether, minecraft froze, and crashed, I relogged, i respawned properly I went to the nether assuming that my items would get ported there because of the new portal mechanics, Sadly I only got 1/8th of my inventory, the rest got lost from the game permanently, I am having a hard time reproducing this,
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<h3>Bugs</h3>
 
<h3>Bugs</h3>
 
{{bl}} "Decorations" don't generate in Superflat. Caves,Swamp Huts,Dungeons don't generate in Superflat.
 
{{bl}} "Decorations" don't generate in Superflat. Caves,Swamp Huts,Dungeons don't generate in Superflat.
:* Merged two similar complaints. Question to both: are you sure you've satisfied all the requirements? Suitable biome? Structures turned on? Correct superflat string? ''And'' suitable terrain for the feature to generate in? I've just added this checklist to the [[superflat]] page. It's surprisingly easy to overlook one setting, and then you get nothing.--[[Special:Contributions/82.69.54.207|82.69.54.207]] 16:51, 7 October 2012 (UTC)
+
:* Merged two similar complaints. Question to both: are you sure you've satisfied all the requirements? Suitable biome? Structures turned on? Correct superflat string? ''And'' suitable terrain for the feature to generate in? I've just added this checklist to the {{static link|superflat}} page. It's surprisingly easy to overlook one setting, and then you get nothing.--{{static link|Special:Contributions/82.69.54.207|82.69.54.207}} 16:51, 7 October 2012 (UTC)
 
::* Decorations don't generate is not reporting by me so I don't know.I'm sure everything is correct and check the map by using MCEdit,Only underground lakes and lava lakes generates.-Linglin
 
::* Decorations don't generate is not reporting by me so I don't know.I'm sure everything is correct and check the map by using MCEdit,Only underground lakes and lava lakes generates.-Linglin
:::* Well then, can we have a sample world seed and the superflat string you're using? I'll see if I get the same. --[[Special:Contributions/82.69.54.207|82.69.54.207]] 20:06, 9 October 2012 (UTC)
+
:::* Well then, can we have a sample world seed and the superflat string you're using? I'll see if I get the same. --{{static link|Special:Contributions/82.69.54.207|82.69.54.207}} 20:06, 9 October 2012 (UTC)
 
::::* 2;7,60x1,3x3,8;6;stronghold,biome_1,village,decoration,dungeon,lake,mineshaft,lava_lake with seed is -1488287512231350885.There's no caves except underground lakes or lavalakes,and there's no dungeons and swamphuts.
 
::::* 2;7,60x1,3x3,8;6;stronghold,biome_1,village,decoration,dungeon,lake,mineshaft,lava_lake with seed is -1488287512231350885.There's no caves except underground lakes or lavalakes,and there's no dungeons and swamphuts.
   
{{bl}} Villages don't generate in the Snowy Kingdom superflat preset, even though 'village' is present in the preset ID string.--[[Special:Contributions/82.69.54.207|82.69.54.207]] 22:39, 6 October 2012 (UTC)
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{{bl}} Villages don't generate in the Snowy Kingdom superflat preset, even though 'village' is present in the preset ID string.--{{static link|Special:Contributions/82.69.54.207|82.69.54.207}} 22:39, 6 October 2012 (UTC)
 
:* This is because villages do not spawn in snowy biomes. -Debugman18
 
:* This is because villages do not spawn in snowy biomes. -Debugman18
::* Villages ought to generate on snowy ''plains''. It shouldn't be too difficult to rejig the existing code to handle this. Maybe the presence of 'village' in the string is a placeholder for something not fully implemented yet.--[[Special:Contributions/82.69.54.207|82.69.54.207]] 16:14, 7 October 2012 (UTC)
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::* Villages ought to generate on snowy ''plains''. It shouldn't be too difficult to rejig the existing code to handle this. Maybe the presence of 'village' in the string is a placeholder for something not fully implemented yet.--{{static link|Special:Contributions/82.69.54.207|82.69.54.207}} 16:14, 7 October 2012 (UTC)
   
{{bl}} Decorations don't generate in the Snowy Kingdom preset unless you remove the top layer of snow. --[[Special:Contributions/82.69.54.207|82.69.54.207]] 23:21, 6 October 2012 (UTC)
+
{{bl}} Decorations don't generate in the Snowy Kingdom preset unless you remove the top layer of snow. --{{static link|Special:Contributions/82.69.54.207|82.69.54.207}} 23:21, 6 October 2012 (UTC)
 
:* Makes sense. You can't grow a tree on top of snow in a regular world.
 
:* Makes sense. You can't grow a tree on top of snow in a regular world.
::* While I'm splitting your comment onto its own line, I'll say that standard snowy plains manage to have plants, trees, flowers and a snow layer at generation time. So clearly there's something minor wrong with the superflat option.--[[Special:Contributions/82.69.54.207|82.69.54.207]] 16:14, 7 October 2012 (UTC)
+
::* While I'm splitting your comment onto its own line, I'll say that standard snowy plains manage to have plants, trees, flowers and a snow layer at generation time. So clearly there's something minor wrong with the superflat option.--{{static link|Special:Contributions/82.69.54.207|82.69.54.207}} 16:14, 7 October 2012 (UTC)
:::* A normal world generates all the decorations, and then adds a snow layer on top (which is apparent since the snow appears on top of trees). Superflat generates the snow layer first since it's specified as a layer in the preset code, and then tries to add decorations. --[[User:Timrem|timrem]] 15:38, 10 October 2012 (UTC)
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:::* A normal world generates all the decorations, and then adds a snow layer on top (which is apparent since the snow appears on top of trees). Superflat generates the snow layer first since it's specified as a layer in the preset code, and then tries to add decorations. --{{static link|User:Timrem|timrem}} 15:38, 10 October 2012 (UTC)
   
{{bl}} The superflat 'Nether' option seems to have lost its red sky colour, even though a superflat 'End' biome retains its black sky. Of course you also get the sun, moon, and clouds in both options, which looks very odd, and suggests those too should probably be controllable options. --[[Special:Contributions/82.69.54.207|82.69.54.207]] 04:59, 7 October 2012 (UTC)
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{{bl}} The superflat 'Nether' option seems to have lost its red sky colour, even though a superflat 'End' biome retains its black sky. Of course you also get the sun, moon, and clouds in both options, which looks very odd, and suggests those too should probably be controllable options. --{{static link|Special:Contributions/82.69.54.207|82.69.54.207}} 04:59, 7 October 2012 (UTC)
   
 
{{bl}} Several chunks have been generated that don't match adjacent chunks Screenshot: [1] Seed: 1446976467890312046 --8elliott 05:16, 7 October 2012 (UTC)
 
{{bl}} Several chunks have been generated that don't match adjacent chunks Screenshot: [1] Seed: 1446976467890312046 --8elliott 05:16, 7 October 2012 (UTC)
 
:* Seconded.
 
:* Seconded.
:* Looks like there is different biome in those "out of place" blocks. Maybe biomes should be filtered so that: small biome areas under 50 m<sup>3</sup> blocks + biome areas that are connected to larger area but 25m to any direction doesn't get added up to 50 m<sup>3</sup> → → get converted to biome that has more of its type in there. --[[Special:Contributions/188.238.118.158|188.238.118.158]] 15:37, 7 October 2012 (UTC)
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:* Looks like there is different biome in those "out of place" blocks. Maybe biomes should be filtered so that: small biome areas under 50 m<sup>3</sup> blocks + biome areas that are connected to larger area but 25m to any direction doesn't get added up to 50 m<sup>3</sup> → → get converted to biome that has more of its type in there. --{{static link|Special:Contributions/188.238.118.158|188.238.118.158}} 15:37, 7 October 2012 (UTC)
::* Fixed bug tag and capital letters. I think this is a standard bug, not a major one.--[[Special:Contributions/82.69.54.207|82.69.54.207]] 16:14, 7 October 2012 (UTC)
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::* Fixed bug tag and capital letters. I think this is a standard bug, not a major one.--{{static link|Special:Contributions/82.69.54.207|82.69.54.207}} 16:14, 7 October 2012 (UTC)
   
{{bl|?}} I made a world to have 30 strongholds and none are spawning. I'm between 600 and 1200 blocks from x=0 z=0, and I'm not seeing any. I have moved a lot. The super sized villages are working as normal though. (I set size=10 to villages.) [[User:HotdogPi|HotdogPi]] Come to my page! 21:49, 7 October 2012 (UTC)
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{{bl|?}} I made a world to have 30 strongholds and none are spawning. I'm between 600 and 1200 blocks from x=0 z=0, and I'm not seeing any. I have moved a lot. The super sized villages are working as normal though. (I set size=10 to villages.) {{static link|User:HotdogPi|HotdogPi}} Come to my page! 21:49, 7 October 2012 (UTC)
:* From what I can tell, as you force more strongholds, they will be farther from the spawn to accommodate. It seems they won't spawn close to each other, so the circle they lie on will get larger. --[[User:WolfieMario|WolfieMario]] 19:55, 8 October 2012 (UTC)
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:* From what I can tell, as you force more strongholds, they will be farther from the spawn to accommodate. It seems they won't spawn close to each other, so the circle they lie on will get larger. --{{static link|User:WolfieMario|WolfieMario}} 19:55, 8 October 2012 (UTC)
:* Have you tried the standard method of finding strongholds: throwing Eyes of Ender? --[[User:Timrem|timrem]] 15:38, 10 October 2012 (UTC)
+
:* Have you tried the standard method of finding strongholds: throwing Eyes of Ender? --{{static link|User:Timrem|timrem}} 15:38, 10 October 2012 (UTC)
   
 
{{bl}}Diamonds don`t spawn
 
{{bl}}Diamonds don`t spawn
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{{bl}} - Single Player Bug. Probably related to the above, animals will sometimes glitch on the other side of a fence when the game changes the baby animal to adult. I've seen this with my pigs, and I know it has happened before in multiplayer. With the merger of SP and MP, I'm guessing this is related.
 
{{bl}} - Single Player Bug. Probably related to the above, animals will sometimes glitch on the other side of a fence when the game changes the baby animal to adult. I've seen this with my pigs, and I know it has happened before in multiplayer. With the merger of SP and MP, I'm guessing this is related.
   
{{bl}} The Witch does not appear to spawn on "Normal" difficulty level. I found a Swamp Hut on a Creative world, camped it, kept the time to night using cheat commands, and after several nights witches still did not spawn anywhere in the vicinity of the hut. [[User:BrickVoid|BrickVoid]] 04:24, 7 October 2012 (UTC)
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{{bl}} The Witch does not appear to spawn on "Normal" difficulty level. I found a Swamp Hut on a Creative world, camped it, kept the time to night using cheat commands, and after several nights witches still did not spawn anywhere in the vicinity of the hut. {{static link|User:BrickVoid|BrickVoid}} 04:24, 7 October 2012 (UTC)
   
*Are you sure that you weren't missing the witch or you were too close for a witch to spawn? --[[User:Bobbychan193|Bobbychan193]] 05:48, 7 October 2012 (UTC)
+
*Are you sure that you weren't missing the witch or you were too close for a witch to spawn? --{{static link|User:Bobbychan193|Bobbychan193}} 05:48, 7 October 2012 (UTC)
   
:*I went back to the world and camped it for quite a bit longer and two did eventually appear. It seems to take a while for the game to recognize that a Swamp Hut is a valid spawn location for a Witch to spawn in. But, since they do spawn, do I mark this as not a bug, or strikeout it? [[User:BrickVoid|BrickVoid]] 06:21, 7 October 2012 (UTC)
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:*I went back to the world and camped it for quite a bit longer and two did eventually appear. It seems to take a while for the game to recognize that a Swamp Hut is a valid spawn location for a Witch to spawn in. But, since they do spawn, do I mark this as not a bug, or strikeout it? {{static link|User:BrickVoid|BrickVoid}} 06:21, 7 October 2012 (UTC)
::* If it was hard to make them spawn and it was not by your actions, then you could mark it annoyance. Other cases, strike through until new weekly comes, then maybe delete. --[[Special:Contributions/188.238.221.29|188.238.221.29]] 16:43, 10 October 2012 (UTC)
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::* If it was hard to make them spawn and it was not by your actions, then you could mark it annoyance. Other cases, strike through until new weekly comes, then maybe delete. --{{static link|Special:Contributions/188.238.221.29|188.238.221.29}} 16:43, 10 October 2012 (UTC)
   
{{bl}} The villagers become invisible when they leave the village boundary (or change village?), while transporting them in minecarts. Relogging fixes it, or they may become visible on their own after some time. Also, transporting the invisible villager right back to his village made him reappear around the village boundary. --[[User:Masa|Masa]] 15:39, 5 October 2012 (UTC)
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{{bl}} The villagers become invisible when they leave the village boundary (or change village?), while transporting them in minecarts. Relogging fixes it, or they may become visible on their own after some time. Also, transporting the invisible villager right back to his village made him reappear around the village boundary. --{{static link|User:Masa|Masa}} 15:39, 5 October 2012 (UTC)
   
{{bl}} Slimes have the wrong size hitboxes. At least tiny (and possibly sometimes medium) slimes have too big hitboxes (the size of medium or large slime's hitboxes). --[[User:Masa|Masa]] 15:39, 5 October 2012 (UTC)
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{{bl}} Slimes have the wrong size hitboxes. At least tiny (and possibly sometimes medium) slimes have too big hitboxes (the size of medium or large slime's hitboxes). --{{static link|User:Masa|Masa}} 15:39, 5 October 2012 (UTC)
 
:* also, sometimes if you turn a tiny slime on fire, it will have a huge animation.
 
:* also, sometimes if you turn a tiny slime on fire, it will have a huge animation.
   
{{bl}} Endermen don't take damage from the rain when standing on half slabs. [[User:Shirizaan|Shirizaan]] 17:48, 5 October 2012 (UTC)
+
{{bl}} Endermen don't take damage from the rain when standing on half slabs. {{static link|User:Shirizaan|Shirizaan}} 17:48, 5 October 2012 (UTC)
:* Zombies don't burn in sunlight while standing on half slabs either, so it may be that ALL mobs are immune to environmental damage when standing on half slabs. [[User:Shirizaan|Shirizaan]] 16:27, 10 October 2012 (UTC)
+
:* Zombies don't burn in sunlight while standing on half slabs either, so it may be that ALL mobs are immune to environmental damage when standing on half slabs. {{static link|User:Shirizaan|Shirizaan}} 16:27, 10 October 2012 (UTC)
   
 
{{bl}} Skeletons will sometimes just sit there and let me beat them to death. Just happened in a cave, he shot me once then I just hit him 5 times with a stone sword without being hurt again.
 
{{bl}} Skeletons will sometimes just sit there and let me beat them to death. Just happened in a cave, he shot me once then I just hit him 5 times with a stone sword without being hurt again.
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{{bl}} Witches are not damaged by, or do not die by lava or fire.
 
{{bl}} Witches are not damaged by, or do not die by lava or fire.
:* That's because witches drink fire resistance potions. --[[User:Thebombzen|Thebombzen]] 23:12, 6 October 2012 (UTC)
+
:* That's because witches drink fire resistance potions. --{{static link|User:Thebombzen|Thebombzen}} 23:12, 6 October 2012 (UTC)
 
:* They also can not suffocate. IE: sand placed above them, etc. I figured it was stuff missing in the coding for the witches.
 
:* They also can not suffocate. IE: sand placed above them, etc. I figured it was stuff missing in the coding for the witches.
   
{{bl}} Shearing a sheep that is riding a minecart will cause its wool to drop, but it will appear to still have wool until it is forced out of the cart. [[User:Yoshidude56|yoshidude56]] 22:39, 6 October 2012 (UTC)
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{{bl}} Shearing a sheep that is riding a minecart will cause its wool to drop, but it will appear to still have wool until it is forced out of the cart. {{static link|User:Yoshidude56|yoshidude56}} 22:39, 6 October 2012 (UTC)
   
{{bl}} Inconsistency: baby ocelots are the only baby mob that appears to spawn naturally. What about wolves, pigs, villagers, cows etc.? Although perhaps not baby zombies...--[[Special:Contributions/82.69.54.207|82.69.54.207]] 23:30, 6 October 2012 (UTC)
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{{bl}} Inconsistency: baby ocelots are the only baby mob that appears to spawn naturally. What about wolves, pigs, villagers, cows etc.? Although perhaps not baby zombies...--{{static link|Special:Contributions/82.69.54.207|82.69.54.207}} 23:30, 6 October 2012 (UTC)
:* Please do not regrade bugs without following the bug reporting guidelines. And read the bug ''classifying'' guidelines too. If you can get a consensus that it's not a bug, which should be easy if you're right (but which incidentally will deprive Mojang of the chance to say officially that it ''is'' intended), then you can change it. Until then please leave it alone. One opinion for, one against is not a consensus, and in those cases you should defer to the original poster, which would be me. --[[Special:Contributions/82.69.54.207|82.69.54.207]] 02:32, 7 October 2012 (UTC)
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:* Please do not regrade bugs without following the bug reporting guidelines. And read the bug ''classifying'' guidelines too. If you can get a consensus that it's not a bug, which should be easy if you're right (but which incidentally will deprive Mojang of the chance to say officially that it ''is'' intended), then you can change it. Until then please leave it alone. One opinion for, one against is not a consensus, and in those cases you should defer to the original poster, which would be me. --{{static link|Special:Contributions/82.69.54.207|82.69.54.207}} 02:32, 7 October 2012 (UTC)
   
 
{{bl}} Mobs often pass through the floor, causing damage to them. I noticed this on wooden planks, but it never happens on stone bricks.
 
{{bl}} Mobs often pass through the floor, causing damage to them. I noticed this on wooden planks, but it never happens on stone bricks.
 
:* if you look at item frames, that will happen
 
:* if you look at item frames, that will happen
:* I feel like this is a major bug because it breaks intended behavior of mobs... which is to obviously NOT fall through solid blocks. The reason it happens isn't a reason it should stay like that.([[User:Jigarbov|Jigarbov]] 22:34, 9 October 2012 (UTC))
+
:* I feel like this is a major bug because it breaks intended behavior of mobs... which is to obviously NOT fall through solid blocks. The reason it happens isn't a reason it should stay like that.({{static link|User:Jigarbov|Jigarbov}} 22:34, 9 October 2012 (UTC))
   
{{bl}} Mobs with more than five drop items in their NBT tags cause the game to crash. This is a shame, as map makers must sacrifice an armor or weapon slot for special mob drops. --[[User:WolfieMario|WolfieMario]] 01:48, 8 October 2012 (UTC)
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{{bl}} Mobs with more than five drop items in their NBT tags cause the game to crash. This is a shame, as map makers must sacrifice an armor or weapon slot for special mob drops. --{{static link|User:WolfieMario|WolfieMario}} 01:48, 8 October 2012 (UTC)
   
 
{{bl}} My wolves teleport to me for no reason when I am far from them, especially when I am near a village.
 
{{bl}} My wolves teleport to me for no reason when I am far from them, especially when I am near a village.
 
:*Added tags.
 
:*Added tags.
::*Isn't this intended? Or were they sitting when they teleported? Please explain and clarify. --[[User:Bobbychan193|Bobbychan193]] 05:55, 7 October 2012 (UTC)
+
::*Isn't this intended? Or were they sitting when they teleported? Please explain and clarify. --{{static link|User:Bobbychan193|Bobbychan193}} 05:55, 7 October 2012 (UTC)
   
 
- They are SITTING when they teleport to me. It is annoying.
 
- They are SITTING when they teleport to me. It is annoying.
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<h3>Annoyances</h3>
 
<h3>Annoyances</h3>
   
{{bl|a!}} The [[Wither]] drops very little XP, equal to killing four [[Zombie|zombies]]. It should drop a ton, just like the enderdragon. --[[User:Thebombzen|Thebombzen]] 00:15, 9 October 2012 (UTC)
+
{{bl|a!}} The {{static link|Wither}} drops very little XP, equal to killing four {{static link|Zombie|zombies}}. It should drop a ton, just like the enderdragon. --{{static link|User:Thebombzen|Thebombzen}} 00:15, 9 October 2012 (UTC)
   
 
{{bl|a}} Squids will swim mainly on the surface of water and the lighting will make them flash from black to white.
 
{{bl|a}} Squids will swim mainly on the surface of water and the lighting will make them flash from black to white.
   
{{bl|a}} Creepers blow up for no real damage value, and create annoying "creeper craters" just because it's AI detected that it got close enough to possibly deal 1/2 heart of damage, 99% of the time dealing no actual damage to me at all. The problem with them is that they're becoming a pest that just likes to grief randomly generated landscape and not what the original creeper was intended to be, a mob that sacrifices itself to blow up the player. When creeper explosions actually mean something other than "oh nice randomly generated landscape, here let me grief it for you" I will be a lot happier, otherwise they are just annoying to have to clean up after. This is a big problem on Extreme Hill biomes where the height elevation can put the creeper explosion entirely out of reach of the player and reduces the possibility of dealing even 1/2 heart of damage to nil. [[User:BrickVoid|BrickVoid]] 21:26, 9 October 2012 (UTC)
+
{{bl|a}} Creepers blow up for no real damage value, and create annoying "creeper craters" just because it's AI detected that it got close enough to possibly deal 1/2 heart of damage, 99% of the time dealing no actual damage to me at all. The problem with them is that they're becoming a pest that just likes to grief randomly generated landscape and not what the original creeper was intended to be, a mob that sacrifices itself to blow up the player. When creeper explosions actually mean something other than "oh nice randomly generated landscape, here let me grief it for you" I will be a lot happier, otherwise they are just annoying to have to clean up after. This is a big problem on Extreme Hill biomes where the height elevation can put the creeper explosion entirely out of reach of the player and reduces the possibility of dealing even 1/2 heart of damage to nil. {{static link|User:BrickVoid|BrickVoid}} 21:26, 9 October 2012 (UTC)
* <code>/gamerule mobGriefing false</code> --[[Special:Contributions/188.238.221.29|188.238.221.29]] 16:48, 10 October 2012 (UTC)
+
* <code>/gamerule mobGriefing false</code> --{{static link|Special:Contributions/188.238.221.29|188.238.221.29}} 16:48, 10 October 2012 (UTC)
   
 
<h3>Fixed/skipped</h3>
 
<h3>Fixed/skipped</h3>
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<h3>Bugs</h3>
 
<h3>Bugs</h3>
   
{{bl}} The player's legs do not line up properly with the torso. It seems that each leg is set back a few pixels, and each leg is set inward a few pixels (legs overlap one another on their inner face). --[[User:Gilmoreja|Gilmoreja]] 18:43, 5 October 2012 (UTC)
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{{bl}} The player's legs do not line up properly with the torso. It seems that each leg is set back a few pixels, and each leg is set inward a few pixels (legs overlap one another on their inner face). --{{static link|User:Gilmoreja|Gilmoreja}} 18:43, 5 October 2012 (UTC)
   
 
(see monsters)- Squids on the surface of the water will blink from their normal color to a white - constantly...
 
(see monsters)- Squids on the surface of the water will blink from their normal color to a white - constantly...
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Blocks that are above the air (no solid blocks under them) that are generated randomly will have a darkened area underneath them until you walk into it.
 
Blocks that are above the air (no solid blocks under them) that are generated randomly will have a darkened area underneath them until you walk into it.
   
{{bl}} Other players riding pig using carrot on stick are invisible (or more like left where they entered the pig) (tested second time, and no bug?). ?{{bl|mp}}? --[[Special:Contributions/193.209.10.4|193.209.10.4]] 19:07, 6 October 2012 (UTC)
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{{bl}} Other players riding pig using carrot on stick are invisible (or more like left where they entered the pig) (tested second time, and no bug?). ?{{bl|mp}}? --{{static link|Special:Contributions/193.209.10.4|193.209.10.4}} 19:07, 6 October 2012 (UTC)
* possible cause might be packet getting lost, or delayed too long. --[[Special:Contributions/188.238.118.158|188.238.118.158]] 15:44, 7 October 2012 (UTC)
+
* possible cause might be packet getting lost, or delayed too long. --{{static link|Special:Contributions/188.238.118.158|188.238.118.158}} 15:44, 7 October 2012 (UTC)
   
{{bl}} Clipping occurs when iron bars are placed on top of stairs. --[[User:Keithicus420|Keithicus420]] 19:57, 6 October 2012 (UTC)
+
{{bl}} Clipping occurs when iron bars are placed on top of stairs. --{{static link|User:Keithicus420|Keithicus420}} 19:57, 6 October 2012 (UTC)
   
 
<h3>Annoyances</h3>
 
<h3>Annoyances</h3>
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{{bl}} The rectangular prism inside of the beacon block renders it's texture oddly. It tries to map a 16x16 square texture consistently over varying sizes, particularly the length of the rectangular prism is two pixels too high to make a consistent texture for it. -Debugman18
 
{{bl}} The rectangular prism inside of the beacon block renders it's texture oddly. It tries to map a 16x16 square texture consistently over varying sizes, particularly the length of the rectangular prism is two pixels too high to make a consistent texture for it. -Debugman18
   
{{bl}} If Carrot on a Stick is supposed to be dangled in front of the pig to make it run for it, shouldn't it appear to dangle in front of the pig instead of sitting in your hand like an item or a tool? (: --[[User:Keithicus420|Keithicus420]] 00:27, 10 October 2012 (UTC)
+
{{bl}} If Carrot on a Stick is supposed to be dangled in front of the pig to make it run for it, shouldn't it appear to dangle in front of the pig instead of sitting in your hand like an item or a tool? (: --{{static link|User:Keithicus420|Keithicus420}} 00:27, 10 October 2012 (UTC)
   
 
<h3>Fixed/skipped</h3>
 
<h3>Fixed/skipped</h3>
Line 565: Line 564:
 
== Sounds ==
 
== Sounds ==
 
<h3>Bugs</h3>
 
<h3>Bugs</h3>
{{bl}}{{bl|su}} The fire extinguish sound does not play in survival, it only works in creative. (bug present since 1.3 snapshots) --[[User:Masa|Masa]] 15:36, 5 October 2012 (UTC)
+
{{bl}}{{bl|su}} The fire extinguish sound does not play in survival, it only works in creative. (bug present since 1.3 snapshots) --{{static link|User:Masa|Masa}} 15:36, 5 October 2012 (UTC)
   
{{bl}} Minecart sounds are very buggy. Large amounts of minecarts lead to ridiculously loud noises, and minecarts don't stop making sounds after they stop moving, or are destroyed. If you destroy a minecart, you can pause the game to stop it from making "ghost sounds". [[User:Yoshidude56|yoshidude56]] 23:24, 6 October 2012 (UTC)
+
{{bl}} Minecart sounds are very buggy. Large amounts of minecarts lead to ridiculously loud noises, and minecarts don't stop making sounds after they stop moving, or are destroyed. If you destroy a minecart, you can pause the game to stop it from making "ghost sounds". {{static link|User:Yoshidude56|yoshidude56}} 23:24, 6 October 2012 (UTC)
:* The sounds stop for me all the time; very abruptly when riding a cart with a lot of momentum (would be nice if there was a stop sound). However, when you are at max momentum the cart is very loud (I'm assuming momentum is what increases the volume). It would be nice if it didn't top out so loud. [[User:DarkWolff|DarkWolff]] 13:59, 9 October 2012 (UTC)
+
:* The sounds stop for me all the time; very abruptly when riding a cart with a lot of momentum (would be nice if there was a stop sound). However, when you are at max momentum the cart is very loud (I'm assuming momentum is what increases the volume). It would be nice if it didn't top out so loud. {{static link|User:DarkWolff|DarkWolff}} 13:59, 9 October 2012 (UTC)
{{bl}} Not sure if intended, put placing a stone brick slab on top of another to make a complete block makes a different sound than placing one down by it self does. Tagging as bug so Mojang can mark it as intended if it isn't. --[[User:Keithicus420|Keithicus420]] 19:48, 6 October 2012 (UTC)
+
{{bl}} Not sure if intended, put placing a stone brick slab on top of another to make a complete block makes a different sound than placing one down by it self does. Tagging as bug so Mojang can mark it as intended if it isn't. --{{static link|User:Keithicus420|Keithicus420}} 19:48, 6 October 2012 (UTC)
   
   
 
<h3>Annoyances</h3>
 
<h3>Annoyances</h3>
{{bl|a}} The new leveling up sound is hard for the ears, could it be adjusted to be lower pitch, and maybe a little shorter? --[[User:Masa|Masa]] 15:36, 5 October 2012 (UTC)
+
{{bl|a}} The new leveling up sound is hard for the ears, could it be adjusted to be lower pitch, and maybe a little shorter? --{{static link|User:Masa|Masa}} 15:36, 5 October 2012 (UTC)
:* I second this. It is rather long. --[[User:Keithicus420|Keithicus420]] 19:48, 6 October 2012 (UTC)
+
:* I second this. It is rather long. --{{static link|User:Keithicus420|Keithicus420}} 19:48, 6 October 2012 (UTC)
:* I hate leveling up because of it. It doesn't help that I play with headphones on. [[User:Yoshidude56|yoshidude56]] 20:11, 6 October 2012 (UTC)
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:* I hate leveling up because of it. It doesn't help that I play with headphones on. {{static link|User:Yoshidude56|yoshidude56}} 20:11, 6 October 2012 (UTC)
:* The last I heard it in 12w39b it was extremely loud. I ,too, wear headphones. [[User:Pashta|Pashta]] 20:46, 6 October 2012 (UTC)
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:* The last I heard it in 12w39b it was extremely loud. I ,too, wear headphones. {{static link|User:Pashta|Pashta}} 20:46, 6 October 2012 (UTC)
   
{{bl|a}} The chicken walking noise (tic tic tic) is driving me insane. Please make it so it only sounds like that on HARD surfaces. There is no clicking noise of chicken feet on soft dirt, or sand, seriously now... PLEASE! [[User:Pashta|Pashta]] 17:29, 9 October 2012 (UTC)
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{{bl|a}} The chicken walking noise (tic tic tic) is driving me insane. Please make it so it only sounds like that on HARD surfaces. There is no clicking noise of chicken feet on soft dirt, or sand, seriously now... PLEASE! {{static link|User:Pashta|Pashta}} 17:29, 9 October 2012 (UTC)
   
 
<h3>Fixed/skipped</h3>
 
<h3>Fixed/skipped</h3>
Line 587: Line 586:
 
<h3>Annoyances</h3>
 
<h3>Annoyances</h3>
   
{{bl|a}} Since wooden/nether posts and cobblestone walls work the same way, I feel walls should be with posts under "Decoration blocks" in Creative inventory. --[[User:Keithicus420|Keithicus420]] 21:10, 6 October 2012 (UTC)
+
{{bl|a}} Since wooden/nether posts and cobblestone walls work the same way, I feel walls should be with posts under "Decoration blocks" in Creative inventory. --{{static link|User:Keithicus420|Keithicus420}} 21:10, 6 October 2012 (UTC)
   
 
<h3>Fixed/skipped</h3>
 
<h3>Fixed/skipped</h3>
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<h3>Bugs</h3>
 
<h3>Bugs</h3>
   
{{bl}} I wanted to make a T-shaped stair arrangment. Every time I remove the right-hand block from the middle arrangement, I either get the L-shaped stairs shown on the left, or the gap shown on the right. On the whole, corner stairs do behave as expected but there are a few edge cases where the system doesn't quite do what you want, as here. This is a weakness in the user interface. There needs to be a way to indicate 'do not reshape' when you place or remove a block so that you aren't wrestling with a user interface that thinks it's helping you. I don't mind what, but I'd suggest shift-clicking as one obvious way, or right-click to reshape, in a similar way to how you can adjust items in picuture frames. --[[User:Simons Mith|Simons Mith]]<sup>[[Special:Contributions/82.69.54.207|[82.69.54.207]]]</sup> 17:00, 6 October 2012 (UTC) [[File:Stairbug.png|200px|thumb|left|Stair reshaping not always cooperative]]
+
{{bl}} I wanted to make a T-shaped stair arrangment. Every time I remove the right-hand block from the middle arrangement, I either get the L-shaped stairs shown on the left, or the gap shown on the right. On the whole, corner stairs do behave as expected but there are a few edge cases where the system doesn't quite do what you want, as here. This is a weakness in the user interface. There needs to be a way to indicate 'do not reshape' when you place or remove a block so that you aren't wrestling with a user interface that thinks it's helping you. I don't mind what, but I'd suggest shift-clicking as one obvious way, or right-click to reshape, in a similar way to how you can adjust items in picuture frames. --{{static link|User:Simons Mith|Simons Mith}}<sup>{{static link|Special:Contributions/82.69.54.207|[82.69.54.207}}]</sup> 17:00, 6 October 2012 (UTC) {{static link|File:Stairbug.png|200px|thumb|left|Stair reshaping not always cooperative}}
*Rails are also a pain to place how you want. --[[Special:Contributions/99.149.141.180|99.149.141.180]] 21:35, 6 October 2012 (UTC)
+
*Rails are also a pain to place how you want. --{{static link|Special:Contributions/99.149.141.180|99.149.141.180}} 21:35, 6 October 2012 (UTC)
   
   
{{bl}} Tools, weapons, and armor cannot be replaced with pick block. If you have a full hotbar, hold one of these items, and use pick block, it will not grab it unless it is already in your inventory. --[[User:Yoshidude56|yoshidude56]] 20:14, 6 October 2012 (UTC)
+
{{bl}} Tools, weapons, and armor cannot be replaced with pick block. If you have a full hotbar, hold one of these items, and use pick block, it will not grab it unless it is already in your inventory. --{{static link|User:Yoshidude56|yoshidude56}} 20:14, 6 October 2012 (UTC)
*That's not a bug, it's intended behavior. It's so that you don't accidentally use pick block and lose your tools, weapons and armor. –[[Special:Contributions/84.2.252.46|nyuszika7h]] {{#ifeq:{{FULLPAGENAME}}|User talk:84.2.252.46|([[User talk:84.2.252.46#top|talk]])|([[User talk:84.2.252.46|talk]])}} 19:44, 7 October 2012 (UTC)
+
*That's not a bug, it's intended behavior. It's so that you don't accidentally use pick block and lose your tools, weapons and armor. –{{static link|Special:Contributions/84.2.252.46|nyuszika7h}} {{#ifeq:{{FULLPAGENAME}}|User talk:84.2.252.46|({{static link|User talk:84.2.252.46#top|talk}})|({{static link|User talk:84.2.252.46|talk}})}} 19:44, 7 October 2012 (UTC)
   
 
<h3>Annoyances</h3>
 
<h3>Annoyances</h3>
Line 606: Line 605:
 
{{bl|a}} Constantly having to place, remove, place, remove to get the picture you want is ridiculous. Can we just have right-click to cycle through the available options, or some other equivalent functionality, please?
 
{{bl|a}} Constantly having to place, remove, place, remove to get the picture you want is ridiculous. Can we just have right-click to cycle through the available options, or some other equivalent functionality, please?
 
*Better yet a selection using something like the new pyramid functionality window would be great. Select the paintings you want through a window... Awesome.
 
*Better yet a selection using something like the new pyramid functionality window would be great. Select the paintings you want through a window... Awesome.
:* Great idea!! Hope the devs agree. Might fix the persistent painting bug as well. :) [[User:Pashta|Pashta]] 20:47, 6 October 2012 (UTC)
+
:* Great idea!! Hope the devs agree. Might fix the persistent painting bug as well. :) {{static link|User:Pashta|Pashta}} 20:47, 6 October 2012 (UTC)
:* Yes! I've been hoping for this for a while. Perhaps a nice GUI like the Sign's, and you can just click on the painting you want. The constant placing and removing is certainly an annoyance, and a longstanding one at that. --[[User:Keithicus420|Keithicus420]] 21:14, 6 October 2012 (UTC)
+
:* Yes! I've been hoping for this for a while. Perhaps a nice GUI like the Sign's, and you can just click on the painting you want. The constant placing and removing is certainly an annoyance, and a longstanding one at that. --{{static link|User:Keithicus420|Keithicus420}} 21:14, 6 October 2012 (UTC)
   
 
{{bl|a}} Vines, Fern, Grass and Lily Pad appear grey when held in F5 mode
 
{{bl|a}} Vines, Fern, Grass and Lily Pad appear grey when held in F5 mode
   
{{bl|a}} You can't hover empty inventory slot and press 1-9, to place item there, but you can swap items by pressing 1-9. --[[Special:Contributions/188.238.221.29|188.238.221.29]] 15:53, 10 October 2012 (UTC)
+
{{bl|a}} You can't hover empty inventory slot and press 1-9, to place item there, but you can swap items by pressing 1-9. --{{static link|Special:Contributions/188.238.221.29|188.238.221.29}} 15:53, 10 October 2012 (UTC)
   
{{bl|a}} Related to the above, the number pad doesn't work for switching items. --[[Special:Contributions/72.215.154.250|72.215.154.250]] 19:26, 11 October 2012 (UTC)
+
{{bl|a}} Related to the above, the number pad doesn't work for switching items. --{{static link|Special:Contributions/72.215.154.250|72.215.154.250}} 19:26, 11 October 2012 (UTC)
   
 
<h3>Fixed/skipped</h3>
 
<h3>Fixed/skipped</h3>
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{{bl}} The keepInventory gamerule seems to be broken.
 
{{bl}} The keepInventory gamerule seems to be broken.
* <s>works for me. just tested it in smp, using command.</s> noticed that it also protects xp. --[[Special:Contributions/193.209.10.4|193.209.10.4]] 19:23, 6 October 2012 (UTC)
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* <s>works for me. just tested it in smp, using command.</s> noticed that it also protects xp. --{{static link|Special:Contributions/193.209.10.4|193.209.10.4}} 19:23, 6 October 2012 (UTC)
   
 
{{bl}} When adding arguments to the give command the command does not work. Example: /give @a 272 [l=1] Does not work.
 
{{bl}} When adding arguments to the give command the command does not work. Example: /give @a 272 [l=1] Does not work.
:*Try "/give @a[l=1] 272"? The arguments are for the selector (in this case, item recipient), not the item. --[[Special:Contributions/129.49.232.140|129.49.232.140]] 15:09, 9 October 2012 (UTC)
+
:*Try "/give @a[l=1] 272"? The arguments are for the selector (in this case, item recipient), not the item. --{{static link|Special:Contributions/129.49.232.140|129.49.232.140}} 15:09, 9 October 2012 (UTC)
   
 
<h3>Annoyances</h3>
 
<h3>Annoyances</h3>
 
{{bl|a}} Teleport command cannot teleport to specific world. Something like "/tp x y z world" might work well.
 
{{bl|a}} Teleport command cannot teleport to specific world. Something like "/tp x y z world" might work well.
:* What do you mean? Do you mean that you cannot teleport to a different world? [[User:Yoshidude56|yoshidude56]] 20:19, 6 October 2012 (UTC)
+
:* What do you mean? Do you mean that you cannot teleport to a different world? {{static link|User:Yoshidude56|yoshidude56}} 20:19, 6 October 2012 (UTC)
:* I think he means like the Nether and the End. --[[Special:Contributions/99.149.141.180|99.149.141.180]] 21:36, 6 October 2012 (UTC)
+
:* I think he means like the Nether and the End. --{{static link|Special:Contributions/99.149.141.180|99.149.141.180}} 21:36, 6 October 2012 (UTC)
 
<h3>Fixed/skipped</h3>
 
<h3>Fixed/skipped</h3>
   
 
== Language/text files ==
 
== Language/text files ==
 
<h3>Bugs</h3>
 
<h3>Bugs</h3>
{{bl}} Jack o'Lantern is mis-punctuated in the game. The word comes from 'Jack of the lantern' (similar to 'six of the clock' becoming six o'clock.) Therefore Jack &lsquo;O&rsquo; Lantern has both strange spacing and inappropriate use of sexed single quotes.--[[Special:Contributions/82.69.54.207|82.69.54.207]] 16:07, 10 October 2012 (UTC)
+
{{bl}} Jack o'Lantern is mis-punctuated in the game. The word comes from 'Jack of the lantern' (similar to 'six of the clock' becoming six o'clock.) Therefore Jack &lsquo;O&rsquo; Lantern has both strange spacing and inappropriate use of sexed single quotes.--{{static link|Special:Contributions/82.69.54.207|82.69.54.207}} 16:07, 10 October 2012 (UTC)
   
 
<h3>Annoyances</h3>
 
<h3>Annoyances</h3>
 
{{bl|a}} In English UK Cobblestone Stairs are named "Stone Stairs".
 
{{bl|a}} In English UK Cobblestone Stairs are named "Stone Stairs".
[[User:Floedekage|Floedekage]] 21:51, 6 October 2012 (UTC)
+
{{static link|User:Floedekage|Floedekage}} 21:51, 6 October 2012 (UTC)
:* They are named "Stone Stairs" in other languages such as English (US) and Australian English too. –[[Special:Contributions/84.2.252.46|nyuszika7h]] {{#ifeq:{{FULLPAGENAME}}|User talk:84.2.252.46|([[User talk:84.2.252.46#top|talk]])|([[User talk:84.2.252.46|talk]])}} 19:50, 7 October 2012 (UTC)
+
:* They are named "Stone Stairs" in other languages such as English (US) and Australian English too. –{{static link|Special:Contributions/84.2.252.46|nyuszika7h}} {{#ifeq:{{FULLPAGENAME}}|User talk:84.2.252.46|({{static link|User talk:84.2.252.46#top|talk}})|({{static link|User talk:84.2.252.46|talk}})}} 19:50, 7 October 2012 (UTC)
 
::* Is just like stone tools, they are made with cobble, called stone, the name would be too long
 
::* Is just like stone tools, they are made with cobble, called stone, the name would be too long
:::* Yes, but that cobblestone stairs should be named as so, seeing how cobblestone slabs are named exactly that. That would make them easier to find in the creative inventory. [[User:Floedekage|Floedekage]] 21:17, 9 October 2012 (UTC)
+
:::* Yes, but that cobblestone stairs should be named as so, seeing how cobblestone slabs are named exactly that. That would make them easier to find in the creative inventory. {{static link|User:Floedekage|Floedekage}} 21:17, 9 October 2012 (UTC)
   
 
{{bl|a}}When using the Australian language pack, the oak wood stairs have not been renamed to eucalyptus wood stairs.
 
{{bl|a}}When using the Australian language pack, the oak wood stairs have not been renamed to eucalyptus wood stairs.
:* I don't see what's wrong with this, seeing as it ''is'' a joke translation. [[User:Yoshidude56|yoshidude56]] 20:18, 6 October 2012 (UTC)
+
:* I don't see what's wrong with this, seeing as it ''is'' a joke translation. {{static link|User:Yoshidude56|yoshidude56}} 20:18, 6 October 2012 (UTC)
 
::* What she's saying is that they ''should'' be named that.
 
::* What she's saying is that they ''should'' be named that.
   
{{bl|a}} {{bl|mp}} The server always says 0% when it's preparing the spawn area. –[[Special:Contributions/84.2.252.46|nyuszika7h]] {{#ifeq:{{FULLPAGENAME}}|User talk:84.2.252.46|([[User talk:84.2.252.46#top|talk]])|([[User talk:84.2.252.46|talk]])}} 19:39, 7 October 2012 (UTC)
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{{bl|a}} {{bl|mp}} The server always says 0% when it's preparing the spawn area. –{{static link|Special:Contributions/84.2.252.46|nyuszika7h}} {{#ifeq:{{FULLPAGENAME}}|User talk:84.2.252.46|({{static link|User talk:84.2.252.46#top|talk}})|({{static link|User talk:84.2.252.46|talk}})}} 19:39, 7 October 2012 (UTC)
   
 
<h3>Fixed/skipped</h3>
 
<h3>Fixed/skipped</h3>

Latest revision as of 21:57, 10 May 2019

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.
Issues
Full releases
Pre-releases
Weekly releases

Crashing/system

Bugs

[!!] Server and/or client crashes when redstone power is applied to a dispenser with a water bucket in it and a block in front of it.-mitchmanmjp

[!!] Had a few random server crashes while playing. Noticed during riding a minecart, porting to the nether, or just running around. Seems to only happen when people are playing.

- World DemBones House of Horror Entities: 0 total; [] - World DemBones House of Horror Players: 0 total; [] - World DemBones House of Horror Chunk Stats: ServerChunkCache: 0 Drop: 0 - Type: Dedicated Server}} DarkWolff 19:05, 6 October 2012 (UTC)

[X] I'm getting a lot of "Something is taking too long!" messages. I started debug profiling after 12w40a kept crashing my server, so I'm not sure if this is normal or how long is too long for these events. Animals are acting glitchy, but hasn't crashed yet. UPDATE: This is affecting chunk loading, too. I teleport to an unloaded area, and it takes a few seconds to load any chunks and the log gets spammed with these errors. --SullyTheUnusual 15:45, 5 October 2012 (UTC)

[X] The Minecraft launcher can not log you in when a server is starting. Pokechu22 22:15, 5 October 2012 (UTC)

[X] If you open the game via Terminal or the command prompt and attempt to load/create a world, it always displays the world loading at "0%", meaning that there is no way to track world loading progress, almost making me believe I couldn't load worlds. --Wormy14 18:44, 8 October 2012 (UTC)

[!] If you launch Minecraft from the command line, and load a chunk with a monster spawner set to monster in it, then the game lags a lot and puts this in the command window:

The log had more of these errors, but this is all I captured. The final part only occurred after I force-close Minecraft.

[!!] Server continues to crash at random times. It might be up for 20 minutes before it crashes, or it might be up for several hours. This has happened on Windows 7 Home Premium and Slackware64 14.0. Last two crash reports attached.

- World world Entities: 0 total; [] - World world Players: 0 total; [] - World world Chunk Stats: ServerChunkCache: 0 Drop: 0 - Type: Dedicated Server}}

- World world Entities: 0 total; [] - World world Players: 0 total; [] - World world Chunk Stats: ServerChunkCache: 0 Drop: 0 - Type: Dedicated Server}} --MuttJunior 19:57, 10 October 2012 (UTC)

  • Having the same issue on Mac OS X Server Edition, 10.8.2, running Oracle Java 7 (1.7.0_7 64-bit). But responsiveness is vastly improved by using the new G1GC garbage collector (right up until SMP crashes). Still crashes with an OutOfMemory error after 10 hours or so, but the server doesn't use very much CPU the entire run.

java -server -Xmx3G -Xms3G -XX:+UseG1GC -jar minecraft_server.jar --Inertia 05:38, 11 October 2012 (UTC)

  • A few minutes before the last OutOfMemory crash, after over 9 hours of continuous use, this is how the G1GC garbage collector looked (note, a Full GC pass takes over a second, normally it's much much shorter):

--Inertia 13:52, 11 October 2012 (UTC)

Annoyances


Fixed/skipped

Gameplay

Bugs

[X] The glass that the beacon have will sometimes become non-solid. You will collide with the blue thing inside the glass. And block highlight will highlight the blue part.--HawkBird 10:26, 10 October 2012 (UTC)

[X] Redstone repeaters get stuck if the chunk unloads while they are powered in SMP. This makes solid-state clocks nearly impossible! The workarounds (mechanical clocks, huge inverter arrays) all are problematic in other ways. This bug is very painful for the electronics crowd :(

  • Shouldn't this be upgraded to a major bug? --82.69.54.207 16:01, 10 October 2012 (UTC)

[X] Logging out and logging back in while falling off a cliff will only make you take the fall damage from the height you logged back in from. It is extremely annoying with fall traps on PvP servers.

[X] You can't teleport a player downwards using relative teleportation. It says the minimum is 0.0, in contrast with the snapshot notes. P.S. Thank you for adding this feature, Dinnerbone :) --WolfieMario 21:14, 5 October 2012 (UTC)

[X] It's either I'm extremely unlucky or cows don't spawn in plain* biomes. It's filled with sheep. I've been killing sheep and looking for cows for about 30mins.

  • I did some checking on some seeds. It seems your monster generation or npc generation is just extremely unlucky

[X] Minecarts may fly off in one direction for a long time.

To reproduce:

1. Create some powered rails with a block at each end.
2. Power the rails.
3. Place many minecarts on the rails.
4. Break the blocks (not the rails) and watch the carts fly. yoshidude56 22:59, 6 October 2012 (UTC)

[X] Linux Boats float in midair above the water and/or sink below the water after placing a boat in the water, saving the map, opening the map, and then touching the boat. thumb To reproduce: 1) Place boat in water; 2) Save the map; 3) Open up the same map; 4) You will see the boat floating in midair just above the water; 5) Nudge the boat slightly by going adjacent to it and it will drop into the water; 6) After dropping into the water, it will actually start to fill with water and sink slowly; 7) Go next to it and the boat will float to the top once again; 8) After that, it may start to sink again; 9) This occurs when placed in water in an enclosed dock, and sometimes in open water. --Eugeniusz 09:07, 07 October 2012 (CEST)

  • Confirmed, boats do float when saving and then re-opening a world. Here's a screenshot: [1] --Thebombzen 02:28, 10 October 2012 (UTC)

[X] TNT does not ignite when its top is hit with a flaming arrow, only the sides or bottom. 67.194.93.167 19:36, 10 October 2012 (UTC)

Annoyances

[A] A minecart which has been placed on rails does not count as an entity which can move through Nether Portals. It's unknown if this is a glitch or a feature.

[A] Momentum is not preserved when teleporting, so repetitive teleportation leads to a stuttering motion effect - this is compounded with the fact that the camera already stutters when teleporting. The effect is rather noticeable if you try to do a running jump and get teleported - you grind to a dead halt, and fall as though you only started falling the moment of the teleport. Perhaps a parameter can be added so momentum can optionally be preserved when teleporting? --WolfieMario 21:25, 5 October 2012 (UTC)


[A] Attempting to send any entity but the player through the End Portal created by the Ender Dragon will instead teleport the entities to the End spawnpoint. I am not sure how this could be corrected, as End Portals do not seem to link up the same way as Nether Portals, but simply sending entities elsewhere in The End does not seem right. --MegaScience 16:46, 6 October 2012 (UTC)

  • that is because when the entity goes out the portal in the overworld, it will just get teleported back.

[A] When teleporting to specific cords if a stone pressure plate is present at that location the Y axis will need to be raised by .5 to allow player to arrive at that destination if a block is located directly above head height eg. pressure plate, air, block. (this fault is only viewable in v 12w40b, in 12w40a fault doesn't exist)(tp using command block) User:ilwis


[A] If a timer is used to teleport player in sp if viewing a chest at the time of teleportation the chest animation remains as a open chest but you have been moved out of the chests inventory and no longer viewing contents also items held in your hand will fall on the ground at your new location. (tp using command block) User:ilwis

Fixed/skipped

Blocks

Bugs

[X] Noticed that if you mine any block for about 1/4 of a second then while holding the mouse button down slide your crosshair to another block, it will mine the previous block even if you never finished. Currently able to clear cut a large biomes rainforest within half an hour due to the bug.

  • It should be fixed. Are you sure you running version 12w40b? — MiiNiPaaT|C 13:48, 10 October 2012 (UTC)

[!] [?] Potatoes and Carrots still drops out of dry farmland. This is unlike any other crop in the game! 200px Floedekage 21:44, 6 October 2012 (UTC)

  • That is not dry farmland, that is dirt and any crop will drop out when you trample them. --Minecraft5025 15:53, 8 October 2012 (UTC)
  • Yeah, that's because farmland becomes dirt when the carrots and potatoes pop out. That does not invalidate the GP's original complaint.--82.69.54.207 18:54, 8 October 2012 (UTC)
  • Yes, the farmland haven't been jumped on or anything. Regarding the "community can't reproduce" here's how to do it: Use /toggledownfall to make it rain, hoe some dirt and when it is turned into wet farmland plant some potatoes and carrots. Then use /toggledownfall again to make it stop raining and watch the plant pop out of the ground slowly. Floedekage 21:14, 9 October 2012 (UTC)
  • In my opinion, carrots should require water to not pop out. Potatoes and wheat shouldn't. EDIT: Also I have talked to real potato farmers and they say that potatoes require dry ground (not absolutely dry, but dry). So maybe they should require be dry or poisoned potatoes are more frequent. --188.238.221.29 15:40, 10 October 2012 (UTC)

[X] Digging straight down makes the player glitch into blocks. Digging down a dirt pillar with hands causes momentary block glitches every now and then. Digging with Efficiency IV diamond shovel (single blocks at a time) makes the player glitch into a block and keep spazzing until you relog. If you dig down while you are glitched, and then relog, you are standing on a floating dirt block after re-joining. Also, the block breaking animation sometimes bugs out. Are these some kind of timing issues between the server and the client? --Masa 15:50, 5 October 2012 (UTC)

  • I forgot to mention that the glitch can be avoided by moving (horizontally) a little bit between breaking the blocks. --Masa 16:54, 5 October 2012 (UTC)

[X] The beacon blocks have very strange hitboxes. The hilight box is around the inner diamond block. Walking into or standing on a beacon block makes the player glitch/spaz around. --Masa 16:02, 5 October 2012 (UTC)

[X] Placing a torch one block above a cobblestone wall, rather than on the wall itself still makes the wall grow a post. (This is another case where 'reshape control' might be handy. I think there might be quite a few.) --Simons Mith[82.69.54.207] 18:01, 10 October 2012 (UTC) 150px

[X] Sometimes when you jump from a block you get random falling damage. sometimes this is so bad you can't get out of it and you die.

  • Can you be any more specific? Developers won't know how to fix it if you don't tell them a specific problem! :p --Keithicus420 19:59, 6 October 2012 (UTC)
  • It may have something to do with stairs. I've seen this happen a lot when jumping off of the middle of a stair. DarkWolff 13:45, 9 October 2012 (UTC)

[X] Apparently you can't pick block on a powered beacon block, although the unpowered ones can be picked. --Keithicus420 20:55, 6 October 2012 (UTC)

[X] Heads (tested with zombies, but I expect all to do the same) must be placed on top or the side of a block, but are not dependent on that block; the block can be destroyed and the head does not drop as an item. Seems like if they can exist without the block, why should the block need to be there to be place a head on it? Tested in CSP. --Keithicus420 21:08, 6 October 2012 (UTC)

  • It could be intended, since pumpkins and jack o' lanterns are similar and need a block underneath but don't drop if the block is removed. --Bobbychan193 05:44, 7 October 2012 (UTC)


Annoyances

[A] Breaking a block underwater doesn't show the breaking animation when standing above water

  • This has been mentioned in every bug report since 1.7, and it is still not a bug.

[A] If you place a slab on top of an ice block, you will still slide when walking on the slab.

  • This is intended behavior.Pokechu22 21:26, 5 October 2012 (UTC)

Fixed/skipped

Items

Bugs

[X] Paintings still overlap with each other when placed. Dsguy411 15:54, 5 October 2012 (UTC)

[X] Birch Leaves sometimes drop as Oak Leaves with the Birch Leaves texture when gathered with a Silk Touch axe. Shirizaan 17:48, 5 October 2012 (UTC)

  • I have encountered the same issue when sheering jungle leaves.
  • also sometimes leaves will have another damage value and that makes them impossible to stack with each other (even if they are the same type of leaves)

[X] Arrows shot at the top half of a door will float once the door is opened. However, arrows shot at the bottom half will either fly forward or drop when the door is opened (depends on which part of the door you hit)

[X] Custom potion effects on splash potions don't work, when the potion is fired by a dispenser. Instead, the potion has it's normal effect. Normal potions and splash potions thrown by a player work normally with custom effects.

I can confirm this. Automatically splashing a player with Blindness doesn't work for me. yoshidude56 20:16, 6 October 2012 (UTC)

[X]in My world 2 overworld portal links to 1 portal, I died inside one of the overworld portal while it is still teleporting me to the nether, minecraft froze, and crashed, I relogged, i respawned properly I went to the nether assuming that my items would get ported there because of the new portal mechanics, Sadly I only got 1/8th of my inventory, the rest got lost from the game permanently, I am having a hard time reproducing this, factors that may have caused it is, may be: me burning while the game is loading me to the nether me dying while it is almost done loading me to the nether me going to a diffrent overworld portal instead of the overworld portal that i died in

Annoyances


Fixed/skipped

World generator

Bugs

[X] "Decorations" don't generate in Superflat. Caves,Swamp Huts,Dungeons don't generate in Superflat.

  • Merged two similar complaints. Question to both: are you sure you've satisfied all the requirements? Suitable biome? Structures turned on? Correct superflat string? And suitable terrain for the feature to generate in? I've just added this checklist to the superflat page. It's surprisingly easy to overlook one setting, and then you get nothing.--82.69.54.207 16:51, 7 October 2012 (UTC)
  • Decorations don't generate is not reporting by me so I don't know.I'm sure everything is correct and check the map by using MCEdit,Only underground lakes and lava lakes generates.-Linglin
  • Well then, can we have a sample world seed and the superflat string you're using? I'll see if I get the same. --82.69.54.207 20:06, 9 October 2012 (UTC)
  • 2;7,60x1,3x3,8;6;stronghold,biome_1,village,decoration,dungeon,lake,mineshaft,lava_lake with seed is -1488287512231350885.There's no caves except underground lakes or lavalakes,and there's no dungeons and swamphuts.

[X] Villages don't generate in the Snowy Kingdom superflat preset, even though 'village' is present in the preset ID string.--82.69.54.207 22:39, 6 October 2012 (UTC)

  • This is because villages do not spawn in snowy biomes. -Debugman18
  • Villages ought to generate on snowy plains. It shouldn't be too difficult to rejig the existing code to handle this. Maybe the presence of 'village' in the string is a placeholder for something not fully implemented yet.--82.69.54.207 16:14, 7 October 2012 (UTC)

[X] Decorations don't generate in the Snowy Kingdom preset unless you remove the top layer of snow. --82.69.54.207 23:21, 6 October 2012 (UTC)

  • Makes sense. You can't grow a tree on top of snow in a regular world.
  • While I'm splitting your comment onto its own line, I'll say that standard snowy plains manage to have plants, trees, flowers and a snow layer at generation time. So clearly there's something minor wrong with the superflat option.--82.69.54.207 16:14, 7 October 2012 (UTC)
  • A normal world generates all the decorations, and then adds a snow layer on top (which is apparent since the snow appears on top of trees). Superflat generates the snow layer first since it's specified as a layer in the preset code, and then tries to add decorations. --timrem 15:38, 10 October 2012 (UTC)

[X] The superflat 'Nether' option seems to have lost its red sky colour, even though a superflat 'End' biome retains its black sky. Of course you also get the sun, moon, and clouds in both options, which looks very odd, and suggests those too should probably be controllable options. --82.69.54.207 04:59, 7 October 2012 (UTC)

[X] Several chunks have been generated that don't match adjacent chunks Screenshot: [1] Seed: 1446976467890312046 --8elliott 05:16, 7 October 2012 (UTC)

  • Seconded.
  • Looks like there is different biome in those "out of place" blocks. Maybe biomes should be filtered so that: small biome areas under 50 m3 blocks + biome areas that are connected to larger area but 25m to any direction doesn't get added up to 50 m3 → → get converted to biome that has more of its type in there. --188.238.118.158 15:37, 7 October 2012 (UTC)
  • Fixed bug tag and capital letters. I think this is a standard bug, not a major one.--82.69.54.207 16:14, 7 October 2012 (UTC)

[?] I made a world to have 30 strongholds and none are spawning. I'm between 600 and 1200 blocks from x=0 z=0, and I'm not seeing any. I have moved a lot. The super sized villages are working as normal though. (I set size=10 to villages.) HotdogPi Come to my page! 21:49, 7 October 2012 (UTC)

  • From what I can tell, as you force more strongholds, they will be farther from the spawn to accommodate. It seems they won't spawn close to each other, so the circle they lie on will get larger. --WolfieMario 19:55, 8 October 2012 (UTC)
  • Have you tried the standard method of finding strongholds: throwing Eyes of Ender? --timrem 15:38, 10 October 2012 (UTC)

[X] Diamonds don`t spawn -ihenderson

  • please explain
  • Diamond Ore does spawn in newly generated chunks (as I have tested with an X-ray TP) but it seems harder than ever to find. - naved9791 03:44, 10 October 2012 (UTC)

Annoyances

[A] Villages still don't use corner stairs in their roofs.

Fixed/skipped

Mobs/NPCs/animals

Bugs

[X] Animals won't spawn in Superflat World except Ocelot in Jungle,Squid in lakes and Bat in Caves or Darksides.-Linglin

[X] - Single Player bug. Animals in enclosed areas will sometimes die, especially after breeding. Here's the setup that I had for my sheep -

I had a tiny pen, 2x5 area for the sheep (3x6 fence area, adjacent to a two high wood plank wall). After breeding the sheep, one sheep would randomly die. (Suffocation damage?). I only noticed this after my sheep sometimes vanished. UPDATE - I bred them again, and I saw one sheep barely glitch into the 2 high plank wall that the pen borders, and the sheep started taking damage.

Second setup - chickens in a pond. Occasionally, a chicken (even a hatchling) would get stuck underwater and drown.

[X] - Single Player Bug. Probably related to the above, animals will sometimes glitch on the other side of a fence when the game changes the baby animal to adult. I've seen this with my pigs, and I know it has happened before in multiplayer. With the merger of SP and MP, I'm guessing this is related.

[X] The Witch does not appear to spawn on "Normal" difficulty level. I found a Swamp Hut on a Creative world, camped it, kept the time to night using cheat commands, and after several nights witches still did not spawn anywhere in the vicinity of the hut. BrickVoid 04:24, 7 October 2012 (UTC)

  • Are you sure that you weren't missing the witch or you were too close for a witch to spawn? --Bobbychan193 05:48, 7 October 2012 (UTC)
  • I went back to the world and camped it for quite a bit longer and two did eventually appear. It seems to take a while for the game to recognize that a Swamp Hut is a valid spawn location for a Witch to spawn in. But, since they do spawn, do I mark this as not a bug, or strikeout it? BrickVoid 06:21, 7 October 2012 (UTC)
  • If it was hard to make them spawn and it was not by your actions, then you could mark it annoyance. Other cases, strike through until new weekly comes, then maybe delete. --188.238.221.29 16:43, 10 October 2012 (UTC)

[X] The villagers become invisible when they leave the village boundary (or change village?), while transporting them in minecarts. Relogging fixes it, or they may become visible on their own after some time. Also, transporting the invisible villager right back to his village made him reappear around the village boundary. --Masa 15:39, 5 October 2012 (UTC)

[X] Slimes have the wrong size hitboxes. At least tiny (and possibly sometimes medium) slimes have too big hitboxes (the size of medium or large slime's hitboxes). --Masa 15:39, 5 October 2012 (UTC)

  • also, sometimes if you turn a tiny slime on fire, it will have a huge animation.

[X] Endermen don't take damage from the rain when standing on half slabs. Shirizaan 17:48, 5 October 2012 (UTC)

  • Zombies don't burn in sunlight while standing on half slabs either, so it may be that ALL mobs are immune to environmental damage when standing on half slabs. Shirizaan 16:27, 10 October 2012 (UTC)

[X] Skeletons will sometimes just sit there and let me beat them to death. Just happened in a cave, he shot me once then I just hit him 5 times with a stone sword without being hurt again.

[X] Zombies, after being struck by the player, have a weird, slow stuttering effect that causes them to go very slow for about 3 seconds as if they were stunned.

[X] Witches are not damaged by, or do not die by lava or fire.

  • That's because witches drink fire resistance potions. --Thebombzen 23:12, 6 October 2012 (UTC)
  • They also can not suffocate. IE: sand placed above them, etc. I figured it was stuff missing in the coding for the witches.

[X] Shearing a sheep that is riding a minecart will cause its wool to drop, but it will appear to still have wool until it is forced out of the cart. yoshidude56 22:39, 6 October 2012 (UTC)

[X] Inconsistency: baby ocelots are the only baby mob that appears to spawn naturally. What about wolves, pigs, villagers, cows etc.? Although perhaps not baby zombies...--82.69.54.207 23:30, 6 October 2012 (UTC)

  • Please do not regrade bugs without following the bug reporting guidelines. And read the bug classifying guidelines too. If you can get a consensus that it's not a bug, which should be easy if you're right (but which incidentally will deprive Mojang of the chance to say officially that it is intended), then you can change it. Until then please leave it alone. One opinion for, one against is not a consensus, and in those cases you should defer to the original poster, which would be me. --82.69.54.207 02:32, 7 October 2012 (UTC)

[X] Mobs often pass through the floor, causing damage to them. I noticed this on wooden planks, but it never happens on stone bricks.

  • if you look at item frames, that will happen
  • I feel like this is a major bug because it breaks intended behavior of mobs... which is to obviously NOT fall through solid blocks. The reason it happens isn't a reason it should stay like that.(Jigarbov 22:34, 9 October 2012 (UTC))

[X] Mobs with more than five drop items in their NBT tags cause the game to crash. This is a shame, as map makers must sacrifice an armor or weapon slot for special mob drops. --WolfieMario 01:48, 8 October 2012 (UTC)

[X] My wolves teleport to me for no reason when I am far from them, especially when I am near a village.

  • Added tags.
  • Isn't this intended? Or were they sitting when they teleported? Please explain and clarify. --Bobbychan193 05:55, 7 October 2012 (UTC)

- They are SITTING when they teleport to me. It is annoying.

[X] Snow Golems no longer drop snow where they walk.

  • Yes they do for me, make sure you are not in a Plains biome and it also doesn't work in the Nether. Forest, Taiga, tundra etc. work fine for me.

Annoyances

[A!] The Wither drops very little XP, equal to killing four zombies. It should drop a ton, just like the enderdragon. --Thebombzen 00:15, 9 October 2012 (UTC)

[A] Squids will swim mainly on the surface of water and the lighting will make them flash from black to white.

[A] Creepers blow up for no real damage value, and create annoying "creeper craters" just because it's AI detected that it got close enough to possibly deal 1/2 heart of damage, 99% of the time dealing no actual damage to me at all. The problem with them is that they're becoming a pest that just likes to grief randomly generated landscape and not what the original creeper was intended to be, a mob that sacrifices itself to blow up the player. When creeper explosions actually mean something other than "oh nice randomly generated landscape, here let me grief it for you" I will be a lot happier, otherwise they are just annoying to have to clean up after. This is a big problem on Extreme Hill biomes where the height elevation can put the creeper explosion entirely out of reach of the player and reduces the possibility of dealing even 1/2 heart of damage to nil. BrickVoid 21:26, 9 October 2012 (UTC)

  • /gamerule mobGriefing false --188.238.221.29 16:48, 10 October 2012 (UTC)

Fixed/skipped

Graphical/lighting

Bugs

[X] The player's legs do not line up properly with the torso. It seems that each leg is set back a few pixels, and each leg is set inward a few pixels (legs overlap one another on their inner face). --Gilmoreja 18:43, 5 October 2012 (UTC)

(see monsters)- Squids on the surface of the water will blink from their normal color to a white - constantly...

Blocks that are above the air (no solid blocks under them) that are generated randomly will have a darkened area underneath them until you walk into it.

[X] Other players riding pig using carrot on stick are invisible (or more like left where they entered the pig) (tested second time, and no bug?). ?[MP] ? --193.209.10.4 19:07, 6 October 2012 (UTC)

  • possible cause might be packet getting lost, or delayed too long. --188.238.118.158 15:44, 7 October 2012 (UTC)

[X] Clipping occurs when iron bars are placed on top of stairs. --Keithicus420 19:57, 6 October 2012 (UTC)

Annoyances

[X] The rectangular prism inside of the beacon block renders it's texture oddly. It tries to map a 16x16 square texture consistently over varying sizes, particularly the length of the rectangular prism is two pixels too high to make a consistent texture for it. -Debugman18

[X] If Carrot on a Stick is supposed to be dangled in front of the pig to make it run for it, shouldn't it appear to dangle in front of the pig instead of sitting in your hand like an item or a tool? (: --Keithicus420 00:27, 10 October 2012 (UTC)

Fixed/skipped

Sounds

Bugs

[X] [Su] The fire extinguish sound does not play in survival, it only works in creative. (bug present since 1.3 snapshots) --Masa 15:36, 5 October 2012 (UTC)

[X] Minecart sounds are very buggy. Large amounts of minecarts lead to ridiculously loud noises, and minecarts don't stop making sounds after they stop moving, or are destroyed. If you destroy a minecart, you can pause the game to stop it from making "ghost sounds". yoshidude56 23:24, 6 October 2012 (UTC)

  • The sounds stop for me all the time; very abruptly when riding a cart with a lot of momentum (would be nice if there was a stop sound). However, when you are at max momentum the cart is very loud (I'm assuming momentum is what increases the volume). It would be nice if it didn't top out so loud. DarkWolff 13:59, 9 October 2012 (UTC)

[X] Not sure if intended, put placing a stone brick slab on top of another to make a complete block makes a different sound than placing one down by it self does. Tagging as bug so Mojang can mark it as intended if it isn't. --Keithicus420 19:48, 6 October 2012 (UTC)


Annoyances

[A] The new leveling up sound is hard for the ears, could it be adjusted to be lower pitch, and maybe a little shorter? --Masa 15:36, 5 October 2012 (UTC)

  • I second this. It is rather long. --Keithicus420 19:48, 6 October 2012 (UTC)
  • I hate leveling up because of it. It doesn't help that I play with headphones on. yoshidude56 20:11, 6 October 2012 (UTC)
  • The last I heard it in 12w39b it was extremely loud. I ,too, wear headphones. Pashta 20:46, 6 October 2012 (UTC)

[A] The chicken walking noise (tic tic tic) is driving me insane. Please make it so it only sounds like that on HARD surfaces. There is no clicking noise of chicken feet on soft dirt, or sand, seriously now... PLEASE! Pashta 17:29, 9 October 2012 (UTC)

Fixed/skipped

Menus

Bugs

Annoyances

[A] Since wooden/nether posts and cobblestone walls work the same way, I feel walls should be with posts under "Decoration blocks" in Creative inventory. --Keithicus420 21:10, 6 October 2012 (UTC)

Fixed/skipped

In-game interfaces/HUD

Bugs

[X] I wanted to make a T-shaped stair arrangment. Every time I remove the right-hand block from the middle arrangement, I either get the L-shaped stairs shown on the left, or the gap shown on the right. On the whole, corner stairs do behave as expected but there are a few edge cases where the system doesn't quite do what you want, as here. This is a weakness in the user interface. There needs to be a way to indicate 'do not reshape' when you place or remove a block so that you aren't wrestling with a user interface that thinks it's helping you. I don't mind what, but I'd suggest shift-clicking as one obvious way, or right-click to reshape, in a similar way to how you can adjust items in picuture frames. --Simons Mith[82.69.54.207] 17:00, 6 October 2012 (UTC) 200px

  • Rails are also a pain to place how you want. --99.149.141.180 21:35, 6 October 2012 (UTC)


[X] Tools, weapons, and armor cannot be replaced with pick block. If you have a full hotbar, hold one of these items, and use pick block, it will not grab it unless it is already in your inventory. --yoshidude56 20:14, 6 October 2012 (UTC)

  • That's not a bug, it's intended behavior. It's so that you don't accidentally use pick block and lose your tools, weapons and armor. –nyuszika7h (talk) 19:44, 7 October 2012 (UTC)

Annoyances

[A] Now that the other wooden stair types has been added, the "Building Blocks" section needs to be reordered, also Oak Wood Stairs needs to go right before Spruce Wood Stairs. Image: http://h9.abload.de/img/2012-07-05_19.05.556px8y.png

[A] Constantly having to place, remove, place, remove to get the picture you want is ridiculous. Can we just have right-click to cycle through the available options, or some other equivalent functionality, please?

  • Better yet a selection using something like the new pyramid functionality window would be great. Select the paintings you want through a window... Awesome.
  • Great idea!! Hope the devs agree. Might fix the persistent painting bug as well.  :) Pashta 20:47, 6 October 2012 (UTC)
  • Yes! I've been hoping for this for a while. Perhaps a nice GUI like the Sign's, and you can just click on the painting you want. The constant placing and removing is certainly an annoyance, and a longstanding one at that. --Keithicus420 21:14, 6 October 2012 (UTC)

[A] Vines, Fern, Grass and Lily Pad appear grey when held in F5 mode

[A] You can't hover empty inventory slot and press 1-9, to place item there, but you can swap items by pressing 1-9. --188.238.221.29 15:53, 10 October 2012 (UTC)

[A] Related to the above, the number pad doesn't work for switching items. --72.215.154.250 19:26, 11 October 2012 (UTC)

Fixed/skipped

Chat/commands

Bugs

[X] When you take a screenshot and open chat in multiplayer, then click the screenshot name, Minecraft treats it as a link. Pressing Yes in the dialog that follows, will cause your web browser to open the link, without any http://, https://, file:/// or any other prefixes. Screenshot

[X] In single player if you press enter to get to chat function and change your gamemode once, it will not allow you to do it again. The chat function is then disabled and will not pop up again.

[X] The keepInventory gamerule seems to be broken.

  • works for me. just tested it in smp, using command. noticed that it also protects xp. --193.209.10.4 19:23, 6 October 2012 (UTC)

[X] When adding arguments to the give command the command does not work. Example: /give @a 272 [l=1] Does not work.

  • Try "/give @a[l=1] 272"? The arguments are for the selector (in this case, item recipient), not the item. --129.49.232.140 15:09, 9 October 2012 (UTC)

Annoyances

[A] Teleport command cannot teleport to specific world. Something like "/tp x y z world" might work well.

  • What do you mean? Do you mean that you cannot teleport to a different world? yoshidude56 20:19, 6 October 2012 (UTC)
  • I think he means like the Nether and the End. --99.149.141.180 21:36, 6 October 2012 (UTC)

Fixed/skipped

Language/text files

Bugs

[X] Jack o'Lantern is mis-punctuated in the game. The word comes from 'Jack of the lantern' (similar to 'six of the clock' becoming six o'clock.) Therefore Jack ‘O’ Lantern has both strange spacing and inappropriate use of sexed single quotes.--82.69.54.207 16:07, 10 October 2012 (UTC)

Annoyances

[A] In English UK Cobblestone Stairs are named "Stone Stairs". Floedekage 21:51, 6 October 2012 (UTC)

  • They are named "Stone Stairs" in other languages such as English (US) and Australian English too. –nyuszika7h (talk) 19:50, 7 October 2012 (UTC)
  • Is just like stone tools, they are made with cobble, called stone, the name would be too long
  • Yes, but that cobblestone stairs should be named as so, seeing how cobblestone slabs are named exactly that. That would make them easier to find in the creative inventory. Floedekage 21:17, 9 October 2012 (UTC)

[A] When using the Australian language pack, the oak wood stairs have not been renamed to eucalyptus wood stairs.

  • I don't see what's wrong with this, seeing as it is a joke translation. yoshidude56 20:18, 6 October 2012 (UTC)
  • What she's saying is that they should be named that.

[A] [MP] The server always says 0% when it's preparing the spawn area. –nyuszika7h (talk) 19:39, 7 October 2012 (UTC)

Fixed/skipped

References