Mobs glitching above fence tops
In SMP, at least, mobs can jump onto the top of a fence, and/or pretend to get out (as seen by clients). If the server keeps running, however, they will return to their pen.
But they can also jump up on the edge of a fence. If the server is stopped with them in the air, they appear to get their location saved as in the air, and on server restart can walk off the fence post out of the pen.
That's the observed behavior: starting up a server, logging on, and seeing mobs turning in circles on top of a fence, and deciding to come down out of the pen. Is this an SMP only bug (as I'm going to mark it on the bug page), or does this reproduce in SSP as well?
Keybounce 07:59, 5 April 2012 (UTC)
- You are actually describing 3 separate bugs. The first bug is mobs appearing to stand on fences or even walk ouside. This bug is MP only. The second one is animals spawning on the fence when a chunk is loaded. This bug also exists in SP. The third one is mobs chasing tails, so to speak, whenever their y coordinate is not an integer (e.g. when standing on slabs or fences, or even when falling. —Fenhl 08:29, 5 April 2012 (UTC)
- I believe mob/animal location on server side never gets top on wall or roof or through fence. Bug is probably on client side, caused by mob/animal (client side) physics calculation them pushing each other. That however is NOT confirmed fact. 93.106.38.169 17:28, 7 April 2012 (UTC)
- This happens non-stop in MP, regardless of connection. Sometimes (very rarely) they do escape. It's bothersome making my fences two blocks high and still watching all of the animals glitch up and down. Sometimes they move into the walls or the ground and their coloring becomes very dark.
- This mainly happens on multiplayer, but skeletons get stuck in walls a lot. Why?
Void Fog
Controlling last versions I found this report about Void Fog.
It's quiet "rantish" but I can't say all arguments are pointless. Instead of removing them silently I suggest moving questionable reports here and possibly making a clean version.Of course only if there is notable content.This way we don't miss entries from people without proper manner of expression just because their style is bad.We can correct that too, that's the purpose of a wiki. Remember, not all people's first language is english.
Back on topic,as we keep complains about surface dungeons,and this really has been a very controvertible theme, I think it deserves at least a short note under annoyances.Naturally,any perception is personal, so if you mind be free to discuss it.
- I agree.No one's contribution should be rejected without reason.
There's no offense here legitimating a removal. 184.105.146.14
- Not that bad, personal and a little too long but it's a reasonable opinion and more important it's not trolling or spamming.These are the only things that should be removed.Any other thing should be improved and discussed.Some registered users seem to manage the wiki a little high-handed.Especially this page's purpose is to get entries from the WHOLE community.And there are much worse things on this site.I'm for making a more 'wiki-like' and objective version.
- I think void fog and dimming should be in the options for enable/disable. ~DaleK 00:35, 8 April 2012 (UTC)
- Yeah,this is really a big problem for many players and I see some good arguments mentioned here.If these would be presented in a proper form it could be very conclusive. 93.128.59.12 22:40, 8 April 2012 (UTC)
Moved Spurious Bug Report
[!] [Su] Game crashes after 'saving chunks' whenever i walk in a certain direction.
- Moved to the discussion page because it is very vague, extremely spurious, and requires more information. I don't have a problem with this walking in any particular direction...--Mattrition 15:48, 6 April 2012 (UTC)
- Random 'saving chunks' crashes have been in the game since ever.Often caused by the combination of your PC/OS/Java version.But without further information this isn't helpful. 184.105.146.14
Mobs
[A] If you attack a passive mob (cow, sheep, pig) (particularly punching them, which doesn't hurt them much and gives you time to see what's happening) it panics and runs in a random direction. That random direction may include directly towards the source of the damage, which often allows you to keep punching it while it 'runs onto your fists'.82.69.54.207 22:08, 5 April 2012 (UTC)
- If they run randomly of course they are going to sometimes run towards the damage. That's the definition of random! You even explained yourself why they run randomly, they are in a panic. Are you saying it's an annoyance that intended random behavior acts randomly? --Moxxy 14:26, 6 April 2012 (UTC)
- Think of a random number between 0 and 180 degrees for mob A and another random number between 0 and 360 degrees for mob B. If you arranged the angles so that the damage source was at 270 degrees, we would say that both mobs will flee randomly, but only mob B will sometimes charge lemming-like towards the damage source. Furthermore, once a mob has chosen a direction, it keeps trying to go in that direction until it has moved some certain distance /in spite of taking further damage/, even though extra damage at least ought to re-randomise the direction it flees in. Hence you can get several blows in while it runs onto your fists. That in particular was why I flagged this as a bug - the random element /plus/ the 'keeps going' part.82.69.54.207 14:38, 6 April 2012 (UTC)
- This isn't a suggestion forum for your ideas. Moved to discussion. --Moxxy 19:10, 6 April 2012 (UTC)
- Pardon me, in my follow-up, I was attempting to explain to you why I think that bug really is a bug. Which I did by means of an illustration. From a programmer's viewpoint, there are several ways to fix the problem - and, yes, the simplest probably is just to re-randomise the direction an animal tries to flee in every time it takes damage. But that wasn't me putting in a feature request to Mojang, it was me trying to more fully explain my point [mainly to you]! Now you have bent the posting guidelines for bug reporting for a second time by moving the /entire/ complaint from the bug tracker to the discussion rather than leaving the original report plus a link to these follow-up remarks.
- If there is /consensus/ that a bug or annoyance really isn't one, then moving it or marking it with a strikethrough is fine, but in this case two responsible people disagree, so for now the report should stay on the bug page. Mojang are perfectly at liberty to mark it [N] when they get round to it. (BTW it was me that recently tweaked the bug reporting guidelines (as listed in 1.2.4, 1.2.5pre and 1.2.5) to address issues like this, so if you take issue with those changes, now might be a good time to raise the matter.) And yes, OK, I did slightly stretch my own limit of 'if follow-up discussions exceed about 10-12 lines' by two lines.)82.69.54.207 20:35, 6 April 2012 (UTC)
- Just because a solution has been suggested doesn't mean the problem has gone.The Bug should day on the page,possibly solution can be discussed here.-> moved back without the comments 77.11.150.176 21:14, 6 April 2012 (UTC)
Discussion for Annoyance: Animal reaction when set on fire
Discussion for: [A] If you set animal on fire it will stay there and die. It does not "panic" like when you punch it.
- I think this sounds more like a bug. NetherrackCreeper 19:52, 4 April 2012 (UTC)
- Am I allowed to move or upgrade reports or is this the admins' job? --MCKMan
- Moving/upgrading reports can be done by any user. I would consider this more of an annoyance as they only run from player damage and fire isn't player damage. So technically they are doing exactly what they are supposed to do. --Moxxy 21:31, 5 April 2012 (UTC)
- No, should be upgraded to bug, because it's a bug. Specifically, it's a coding omission; passive mobs should attempt to flee in panic from /any/ source of damage.82.69.54.207 22:08, 5 April 2012 (UTC)
- That had been discussed a while ago.Bugs aren't just technical.They forget to add this behavior to be caused by any kind of damage.So it's kind of bug in the concept of the game. 184.105.146.17
- We can't prove that they forgot to add this. In these cases we give the benefit of a doubt to the person making the game. --Moxxy 19:16, 6 April 2012 (UTC)
- I think we can assume that jeb don't intend to make animal flee from player damage but not from fire.He clearly preferred it this way for easier and faster implantation. 77.11.150.176 20:59, 6 April 2012 (UTC)
Discussion For "Crash When Opening Texture Pack Folder"
Discussion for: [X] [?] Opening the texture packs from the main menu is fine, but when you press the "Open texture pack folder" crashes Minecraft. 64-bit Windows 7 with Nvidia GeForce GT 540, 8 gigabytes of ram, and Java 6/7 (I don't know, but I've tried this on both. Has been a problem since 1.1). This should not be a problem and it is a pain to go into AppData every time I want a new texture pack.
- Could not reproduce on 64-bit Windows 7, integrated chip, 4gb ram. Has not been a problem for me, and I have not seen other related bug reports. Check to see that the texture pack folder, or some root of it, hasn't been renamed or hidden on your machine. GhengopelALPHA
- Not a problem for me, either (linux). Sounds like a localized problem. --Mattrition 15:47, 6 April 2012 (UTC)
- It still doesn't work after uninstalling Java and Minecraft. I'm not the only one that has this problem and I'm not sure what it is. I also tried on the browser from minecraft.net and that crashed too. Also, I'm not sure if this matters but my .minecraft is in C:\Users\*user*\AppData\Roaming\.minecraft
- From a command line window, run the command "path\to\minecraft\exe\minecraft.exe > output.txt". Reproduce your crash, close the program, and then copy the text from the file "output.txt" into this discussion. I've moved the discussion to the talk page so that we don't clutter the bug list. --Mattrition 21:56, 6 April 2012 (UTC)
- Well, see, problem is that it just freezes, it's not a crash. So I don't get an error message (yet). The real problem though is that I went to check back at the 1.2.3 where I first found someone had this problem, and it said that it was fixed. Oh, but Mojang, it wasn't. Like I was saying, it freezes and doesn't crash (when I try to right-click and close it, it says Java SE blabla is not responding). I can't tell if it is a Java problem or Minecraft. Also, I don't have antivirus software, so the only thing blocking it would be my firewall??
- When the program freezes like that an exception is most likely thrown by java. AFAIK you can only see that exception by running it from the command line and redirecting the output to a file. Could you please follow my instructions in my previous comment and paste the result here? --Mattrition 22:42, 6 April 2012 (UTC)
- Does it work with a batch file? That's what I did and it worked to run with Minecraft.exe. Or do I have to use minecraft.jar?
- With a batch file just execute "path/to/batch/batchfilename.bat > output.txt" and you should still get something in the text file after you've closed minecraft. --Mattrition 09:24, 7 April 2012 (UTC)
- Could you send me some sort of confirmed way (with C:, users, etc)?
- I might have misunderstood you. In your batch file just put "> output.txt" at the end of the command and then run the batch file. --Mattrition 20:21, 7 April 2012 (UTC)
- Got the error log:
27 achievements 182 recipes Setting user: Geotan, -7052066207078964986LWJGL Version: 2.4.2 WARNING: Found unknown Windows version: Windows 7 Attempting to use default windows plug-in. Loading: net.java.games.input.DirectAndRawInputEnvironmentPlugin
Starting up SoundSystem... Initializing LWJGL OpenAL
(The LWJGL binding of OpenAL. For more information, see http://www.lwjgl.org)
OpenAL initialized.
FORCING EXIT!
Piston Block Being Deleted
[!] This is kind of hard to explain so I will accompany this with some pictures. Basically when you grow a jungle tree and at the same time it grows you have a piston push the tree over, the leaves of the tree that grow destroy any pistons they come in to contact with.
Here are some pictures to better explain it.
As you can see from the pictures there are only 4 out of the 6 pistons left.
- I don't think this is an issue specific to pistons. See if you can get freshly grown leaves to replace other blocks such as dirt and stone.--Mattrition 10:13, 7 April 2012 (UTC)
- Yea this is just an issue with pistons and the jungle trees. None of the other trees do this and only pistons get deleted, I have tested it with other blocks to make sure.You don't even have to extend the piston and it will be deleted.--Datsun80 14:10, 7 April 2012 (UTC)
- This could happen because before the piston is fully extended it's not a block but an entity which can be overwritten with a block. 77.183.254.38
- Leaves overwrite any transparent blocks, but not opaque. When a piston extends into you with no other air blocks for you to breathe, you do not suffocate. Therefore, pistons are transparent and can be overwritten by leaves.
- AFAIK this had been fixed in beta.So it's specific to pistons or this error has returned. 93.128.59.12 22:34, 8 April 2012 (UTC)
- It also replaces the pistons when they are not extended.--Datsun80 17:10, 10 April 2012 (UTC)
- Pistons general are transparent blocks, not just if extended 217.50.90.30 20:26, 10 April 2012 (UTC)
- Could this be considered a reportable bug? I'm not really sure, since it's not clear to me what leaves should be doing. --Mattrition 00:53, 8 April 2012 (UTC)
- Yes this is a reportable bug. Leaves should not be overwriting blocks. This is very specific to only jungle leaves and pistons, I have tested all the other blocks and they do not get replaced.--Datsun80 17:10, 10 April 2012 (UTC)
- Someone else has to test this (I'll get to it if I have time). To be blunt. I don't believe you. Leaves are the same block, just with different values. So they shouldn't have different properties. --Moxxy 22:35, 16 April 2012 (UTC)
- I've got similar problem with oak tree branches. -- pet_cz, 20 April 2012
- Someone else has to test this (I'll get to it if I have time). To be blunt. I don't believe you. Leaves are the same block, just with different values. So they shouldn't have different properties. --Moxxy 22:35, 16 April 2012 (UTC)
- Yes this is a reportable bug. Leaves should not be overwriting blocks. This is very specific to only jungle leaves and pistons, I have tested all the other blocks and they do not get replaced.--Datsun80 17:10, 10 April 2012 (UTC)
Creative selection
The creative pick block is buggy, where you click stone you get cobble, you click glowstone, you get dust, you click lapisblock, you get inc sac. Those need to be fixed, but clicking portal blocks, spawners, ice, etc should stay in the game, so that you can still use them. If not, people will just make mods for it.
- I've added your information to the list of "pick block" bugs here --Mattrition 00:51, 8 April 2012 (UTC)
- When using the pick block on upside down half slabs (I've only tested stone brick half slabs) it will give you a normal looking half slab which when placed will only appear on the top half of a block. I don't think this was intended because it is not possible to make a full block with two of these half slabs.Sebperth 08:43, 10 April 2012 (UTC)
Folder based texture packs not showing logo and describtion
Folder based texture pack(not .zip texture just plain folder) doesn't show the pack logo/icon(pack.png) and the describtion/info(pack.txt). it show the default minecraft texture logo/icon and describtion/info instead. Please test and report!
Nether Framerate and Memory Issues.
I went to the Nether and had serious framerate issues on tiny render distance, and all graphical options set to minimum. SOmetimes the framerate was smooth, other times it would fall to 1fps or less. The normal world is fine to play on, no FPS issues whatsoever. But in the Nether its been so bad that I have received an "out of Memory" error and a crash.
Does anyone else have this issue? --Mattrition 09:21, 12 April 2012 (UTC)
I have this fairly often in the overworld despite the fact that my computer has 6GB RAM and a dual-core processor. The Nether's even worse. --King Starscream 20:21, 16 April 2012 (UTC)
Colored text on signs not visible in certain angles
[A] Some Apple computers can't actually see colored signs, it will only be visible when the player faces at an extreme angle. It appears to happen to Apple computers that have the Intel 3000 graphics.
redstone lamps with silk touch
I've been doing some testing, and something i found is that lit redstone lamps drop when you use silk touch on them. can anyone confirm?--204.14.13.53 14:02, 18 April 2012 (UTC)
Reversed/flipped textures
Several textures are known to "reverse"/"flip" when beimg shown is the game. I had the impression that this was considered a bug, but I cannot find it on the list? --Freso 12:04, 20 April 2012 (UTC)
Powered Railed Vanishes
First time submitter here.
If you have a minecart on a powered rail at the top of a step, try to get in while holding a bucket of water. The water will fill the space flowing downward, knock the minecart off of the track, and your powered rail will vanish. 68.33.28.83 16:47, 24 April 2012 (UTC)MC.noob
- Water or lava will destroy all non-solid blocks. And right clicking on an entity with an item in your hand with a right click action (bucket of water/lava) it will also use the item. (placing the water/lava). –Preceding unsigned comment was added by BaconTaco (Talk|Contribs) 14:48, 25 April 2012 (UTC). Please sign your posts with ~~~~
Only creating ONE portal exit in the nether
[A] The first portal made in the overworld will spawn a portal in the nether as intended but subsequent portals WILL NOT. Any new portals made in the overworld will link to the first portal that Minecraft considered being the "closest" and will not spawn a portal regardless if it should have.
What that means is if you make a new portal in the nether, it WILL spawn new portal in the overworld in the appropriate coordinates. Also if you made a new portal in the nether with the appropriate coordinates to an existing portal in the overworld they will link up and function properly. (Example: I made a portal in my base that kept taking me to the communal portal exit in the nether. When I built a portal in the nether where my base's portal should have spawned, they link properly.)
If this can be verified by someone other than myself, I'll move it to the official list. --File:Icon-KaizenNeko.pngKaizenNeko (T|C) 19:34, 25 April 2012 (UTC)
- Update, this also happens in Single Player with pure vanilla MC.
- NOTE: I'm posting to the 12w17a buglist as it's present there as well. File:Icon-KaizenNeko.pngKaizenNeko (T|C)
- Welp. It's not a bug. Linkage Between Overworld and Nether. Thanks to Mattrition for setting the record straight.
Animal Breeding
Animals are able to breed when in breeding mode, even when separated by up to 8 blocks, and never come in physical contact. It seems like this is not intended behavior.
View turns randomly in minecarts.
While riding a minecart the view randomly rotates slightly left or right, usually left. Very annoying as it makes it impossible to record minecart timelapses.
--Techjar 08:44, 29 April 2012 (UTC)


