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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.

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Do not delete this page, any issues currently being recorded are purely for archiving purposes.
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[!!] [MP] Using a portal in the overworld will sometimes crash the server when nobody is in the nether. Kochu 12:00, 30 July 2012 (UTC)

[!!] [MP] Issuing any command over rcon will sometimes crash the server. Tested using command line rcon program called mcrcon.

[!!] I received a null-pointer exception when connecting to a multiplayer server (localhost) Vandesdelca32 15:07, 27 July 2012 (UTC)

[!!] When changing from a texturepack back to the default one, the game crashes.

–Preceding unsigned comment was added by (Talk|Contribs) . Please sign your posts with ~~~~

  • I can't confirm this, however loading a large texture pack often throws "out of memory" errors, but still loads. --Acomputerdog 14:18, 27 July 2012 (UTC)
  • The game crashed while it was trying to load a MP TP. The first time MC stopped without report, second time with one.

[!!] I tried reloading a Superflat Map and my game crashed.Here is the crash report

–Preceding unsigned comment was added by (Talk|Contribs) . Please sign your posts with ~~~~

  • Fixed your crash report for you and signed your post. Remember to use {{cr|1=crash report here}} for the crash report and ~~~~ to sign your posts. Bo98 22:24, 26 July 2012 (UTC)
  • Marked as minor bug as any crash is beyond "annoyance" IMHO. It might be a major bug if the crash is related to world loading. I also fixed the headers for this section, they were in the wrong order -- Featherwinglove 10:29, 27 July 2012 (UTC)
  • I think this is a bug that occasionally appears during world generation. And if this crashes a game, shouldn't it be marked as critical? --Acomputerdog 14:22, 27 July 2012 (UTC)
  • Marked as critical --Mattrition 14:51, 27 July 2012 (UTC)
  • Yeah, I saw this crash a few days ago. Definitely serious. --Nathan2055 15:38, 28 July 2012 (UTC)

[!] Weird block protection issue, pasted the complete report of what I was doing at --Nathan2055 15:38, 28 July 2012 (UTC)

  • Did you read the instructions? This is a bug in a modified version of Minecraft. Vote to remove. 17:32, 29 July 2012 (UTC)CptHeadcrab

[!] When opening a SP game to LAN, the client binds to my VMware network address instead of the actual LAN address; no other clients on LAN can connect. –Preceding unsigned comment was added by (Talk|Contribs) . Please sign your posts with ~~~~

[!] We play LAN game 2 hours with my friend... Next day we start again play same world and I have my friend (map owner) stuff and I spawn at their spawn location... -- 18:50, 29 July 2012 (UTC)

[X] Snooper reports VSync as "false" despite it being set to Adaptive in the NVidia control panel. As I don't see a VSync option in the Minecraft settings, I'm assuming Snooper is supposed to be reading the driver settings. --Moleculor 18:43, 29 July 2012 (UTC)

  • This value is determined by options.txt in the Minecraft data directory, so this wouldn't necessarily be an issue. The function may also be controlled by the application, so it might not even be using the feature. --Wormy14 11:53, 30 July 2012 (UTC)


[X] [MP] When you start a server on port 25565 while another server already occupies the same port, it is impossible to shut down the server with the stop command. You have to use CTRL-C to do so. Console throws an error. 12:06, 30 July 2012 (UTC)




[!] Redstone circuits using repeaters have almost halved in distance from 1.2.5. A total line length of 280 blocks used to be achieved now its down to around 120 blocks. If standing at one end and circuit is activated, a repeater around the 120 block mark will not respond and will remain off. Try it your self nathan2055, this is greatly altered from 1.2.5 and causes many problems in large circuits. Ill even go to the extent of making a YouTube video from this reason if your still struggling to understand. --- Chris 16:10, 30 July 2012 (UTC)

  • I have no idea what you mean. Redstone distances weren't altered in 1.3. Downgrading to unreproducible until further evidence is shown. --Nathan2055 16:04, 28 July 2012 (UTC)
  • As far as I see a straight redstone line can transmit a signal for 186 blocks. (16wire, 1rep, 16wire, 1rep, ... the 11th rep wont be triggered) User:Incelebrity 08:11, 30 July 2012 (UTC)
  • That behaviour is (nearly) as expected: Read Chunk: In multiplayer mode, a grid with a default radius of 10 (for a total of 21x21 or 441 chunks) is loaded around each player. That means you can have a maximum of 11 chunks active in one direction = 11 * 16 = 176 blocks. -- 10:38, 30 July 2012 (UTC)

[!] When TNT is activated and falls into a pool of water and explodes, the explosion occurs at the location where the TNT is activated, not where it falls. --SNLThe_Office 14:37, 29 July 2012 (CST)

[!] After his death his spawn point changes, precluding the gameplay of some custom maps, and compass does not point to their spawn point. NOTE: also the definition Without the bed, the bed works, the problem is with the natural spawning –Preceding unsigned comment was added by (Talk|Contribs) . Please sign your posts with ~~~~

  • Confirmed, I've seen this occur with certain maps. --Nathan2055 16:04, 28 July 2012 (UTC)
  • (Duplicate merged 16:04, 28 July 2012 (UTC)) With Single/Multi-Player Mode Merged, Spawning now works like it does in Multi-Player for Single Player maps. This breaks the Spawn points in my maps, and it will break the spawn points in any other user made map, unless they set the player spawn with a bed (not always possible - depending on the map type) or start the player in a 20x20 room. It would be nice to have a way to control the spawn point, maybe in creative, for map makers. --Brandonn
  • Crying Obsidian. --Steve G. Wood 00:18, 29 July 2012 (UTC)

[!] Lingering in a Dungeon with an active Spawner (i.e. unlit by torches) the arrows of false-spawned Skeletons are fired at, and inflict damage on, the player. Video Zingrook 20:00, 27 July 2012 (UTC)

  • 404 on "false-spawned", can you please explain or provide a link to an explanation? -- Featherwinglove 10:32, 27 July 2012 (UTC)
  • Happened to me yesterday while playing with slightly earlier snapshots (Both 12w30c and 12w30e I can confirm this with.) All instances were SSP on Peaceful. The spawner fires an arrow roughly from the same height as spawner it's self, rather than where a skeleton would normally be firing. (it appeared that way anyway.) No skeleton model appeared in any of these instances, though the spawner did spin faster, and generate fire particles as if it were attempting to spawn one. The arrows seem to be fired during the tick where the skeleton would normally spawn. Arrow could not be collected after firing. (For me atleast.) -- 12:50, 27 July 2012 (UTC)
  • Odd. First of all, skeleton arrows can't be picked up. Secondly, this is most likely a bug that involves the skeleton firing in the same tick that the game despawns him in, resulting in no model appearing. However, I don't think this is major. Consensus to downgrade? --Nathan2055 16:04, 28 July 2012 (UTC)
  • Since we just had the "nerfing" of TNT in peaceful mode, the chance, however small, that a player could actually take damage from something that they didn't intend, should merit this a bit more attention. Conversely it is a minor annoyance and could stand to stay in a for a few more versions, so long as it's a notable issue in those versions' bug lists. -- 22:33, 28 July 2012 (UTC)
  • this bug is considerably older than this release; i don't remember when i first reported it, but it was before 1.2.5 (i'll check later). yes, it happens in SSP on peaceful, so of course you don't see any skeletons appearing, but it does coincide with the spawner being in its spawning phase. you do not take any damage, the arrow behaves like it does in creative; doesn't actually hit you but goes off to the side. i think it should be downgraded; it's an annoyance, not a real problem. just a bit scary the first couple times it happens. ;) Pir 22:11, 29 July 2012 (UTC)

[!] Traveling to and from the Nether is still frequently failing to render the world, resulting in either the player falling out of the world to their death or getting stuck in the unrendered terrain. 14:30, 26 July 2012 (UTC)

  • This is a major bug that is resulting in many players losing good gear, so I moved it to the top. –Preceding unsigned comment was added by Nathan2055 (Talk|Contribs) . Please sign your posts with ~~~~
  • Tested this on a SMP server, seems to be a chunk loading error...doesnt always happen though. Happens more often when you leave the nether and enter the nether rapidly. --Hazado22 17:59, 26 July 2012 (UTC)
  • I had this happen to me. /tp'd out of the area into the main area (I had managed to get stuck at y=20 and not fall farther), and found LOTS of unloaded chunks. A long row of them about 5 or 6 chunks from the portal, and a couple at the portal. --Keybounce 04:25, 28 July 2012 (UTC)
  • I have also experienced this. It never happened in 12w27a, and occured sometime between then and 1.3 preview. 05:16, 28 July 2012 (UTC) –Preceding unsigned comment was added by (Talk|Contribs) . Please sign your posts with ~~~~
  • Also happens to me, multiplayer and singleplayer. Roughly 50% of the time, immediately post-warp, the local chunks will take too long to load, causing me to fall through the world. Edit: The workaround below worked for me in all cases. Player count in each area doesn't matter, as long as all players disconnect/reconnect before teleporting a second time. 00:46, 29 July 2012 (UTC)
  • I have tried to reproduce this bug in MP, and in my case it almost ALWAYS happens when I visit the Nether second time after login, that is, when chunks near portal have already been sent to client during current session. Exception is when you re-enter Nether immediately after leaving it (Looks like chunks are still not unloaded). Possible workaround is to always reconnect before entering Nether (it worked always).-- 16:07, 29 July 2012 (UTC)
  • I experienced this after falling from a platform 65 blocks high in the over-world. I have never been to the Nether, so it wasn't related to the portals. -- Graphoniac

[!] Every now and then, for reasons unknown, lever, pressure plate, tripwire, redstone, water, and lava fail to update for the remainder of the current session. If you reload the world without fully restarting Minecraft, the application will crash. --lance6422 20:25, July 26, 2012 (EST)

  • Can you get a crash report? --Acomputerdog 13:11, 27 July 2012 (UTC)
  • This should be upgraded to critical if a crash report can be obtained. If it exits showing a Minecarft logo and a crash report, check in .minecraft\crash-reports for the latest file. If it just closes, check in the root of .minecraft for a .log file with the text "hs_err_pid" in the name. --Nathan2055 16:04, 28 July 2012 (UTC)

[!] [MP] [Cr] Traveling in the nether, just two people, nothing fancy: repeatedly the server would stop responding to the clients, and the clients disconnected. The server took MINUTES to recover and show the disconnect messages in the log. During this time, the server did not respond to clients polling for status, did not respond to console commands, etc. Multiplayer, creative mode; not tested in single player or survival. --Keybounce 06:44, 27 July 2012 (UTC)

[!] [MP] Hardcore Mode does not work on Multiplayer. --Swekob 17:07, July 26, 2012 (Swedish time)

[!] [?] When you open a chest underwater, you take damage. Even if you still have air. --coocoo617 7:60, July 26, 2012 (EST)

  • I could not confirm this, i tried double and single chests in various depths of water, and tried opening underwater chest from the surface and vice-versa. Can you get a screenshot? --Acomputerdog 13:16, 27 July 2012 (UTC)
  • Downgrading per above comment. --Nathan2055 16:04, 28 July 2012 (UTC)

[!] The builtin "speedhack" detection breaks elevators and other legitimate piston contraptions that transport a player "too fast". It manifests itself as getting stuck in the device due to the movement, caused by the piston pushing the player, being denied by the server. This used to be an issue on MP only, but now that the client is effectively a server as well, it affects SP too. --NTT 13:42, 27 July 2012 (UTC)

  • Do I really need to keep adding this everytime there is a new version? Isn't there a proper defect tracking system? --NTT 13:42, 27 July 2012 (UTC)
  • Not yet, but Jeb's working on it (creating a new bug tracker, that is). --Nathan2055 16:04, 28 July 2012 (UTC)

[!] Player takes rapid damage (drowning or suffocation) for no apparent reason. Has happened bobbing at the surface of flowing water and in a dry 1x1 hole under sky with no water around. Moving to a different spot stops the damage, but returning starts it again. Damage is unexpected and unexplained with yet no pattern observed. ---Jovet

  • Do you have a screenshot, video, or coords of a location that this occurs at? --Nathan2055 16:04, 28 July 2012 (UTC)
  • I've had this happen to me, and it's bloody difficult to reproduce. Seems like the same bug that was far easier to reproduce in 12w27(?), but just less frequent now. Moleculor 21:34, 29 July 2012 (UTC)
  • I have had it happen when flowing water pushes you into a corner, or if I corner myself

[X] When one gathers XP in the End and exits to the normal world via the End fountain, the level of XP dissapears from the hotbar. One cannot enchant anything. Luckily, one can get their XP back by simply disconnecting and reconnecting. DannyMac 01:13, 27 July 2012 (UTC)

  • (Merged duplicate) When entering 'The End' the player's XP is reset (graphical issue) but is still there.
  • (Merged duplicate bug --Kumasasa 09:21, 28 July 2012 (UTC))
  • Previously reported as occurring in singleplayer also. Since this doesn't result in loss of XP, just it becoming invisible, I'm downgrading to a standard bug. --Nathan2055 16:04, 28 July 2012 (UTC)

[X] [Cr] Regular drinkable health potions don't appear in creative. --Nathan2055 17:43, 26 July 2012 (UTC)

  • Not sure what you mean by that, I can see them perfectly fine. (Screenshot) -- Mustek 17:46, 26 July 2012 (UTC)
  • No, I mean Health Potions, not potions in general. --Nathan2055 18:11, 26 July 2012 (UTC)
  • Ah correct, those are missing. -- Mustek 18:21, 26 July 2012 (UTC)

[X] [MP] When sailing with other people in separate boats in multiplayer, if you far so they go out of your visual boundary (and stop being drawn) then sail close again, the boats will appear to be empty, as the players have not loaded. The players reappear when they exit the boat. --NeonJ 18:45, 26 July 2012 (GMT)

  • Same problem with minecarts. 00:24, 27 July 2012 (UTC)

[X] [MP] Signs sometimes go blank on multiplayer. I think this also happens when the sign goes out of your visual boundaries. --NeonJ 18:45, 26 July 2012 (GMT)

  • I have encountered this problem in several of the prerelease versions, but it fixes its self every now and then. Not sure of the exact cause. --Osiris08 of
  • This has been happening to me pretty often. Random signs are blank, sometimes all in an area. They're never blank when loading into a world with signs in the initial chunks, but once the chunk(s) are unloaded and reloaded the signs may be blank. Seems problem could be related to render distance, as I use Normal distance/32-bit Java; others with Far distance don't seem to have the problem (or at least as often).Jovet 09:08, 28 July 2012 (UTC)
  • (Merged duplicate) Text on signs only show up in the chunk you spawn in. Once you leave that chunk, there will be no text displayed on signs --Porrohman
  • Sure that you're playing 1.3pre ? That specific bug was fixed with 12w30a --Kumasasa 09:02, 28 July 2012 (UTC)
  • I verify this is happening in 1.3pre. In 12w27a, the problem was 100% blank signs. In 1.3pre, they are intermittent. --Inertia
  • (Merged duplicate --Kumasasa 09:16, 28 July 2012 (UTC))

[X] Exiting boats cause them to break when next to a wall. Logging off ejects you from the boat. (Bug report added with tampered signature, submitter unknown)

  • Smells like your Minecraft server exceeded your physical memory and started using virtual memory. Make sure the computer it is on has at least 1GB for the server (2GB total memory), and if the system meets that, you can adjust the server's memory allocation with the instructions here. Also try the same thing with 1.2.5 and see if the behaviour changes. -- Featherwinglove 10:42, 27 July 2012 (UTC)
  • I'm sorry, someone altered my bug report. This report was not mine, but the tail end ("Multiplayer, ... " through to signature), was mine. My report was about the nether far UP the page. I do not know who reported the boat issue here. Keybounce 19:20, 27 July 2012 (UTC)

[X] [MP] [Cr] Not sure what this would be considered, (glitch?); but when I click rapidly on an item (Creative mode in Multi-player) it will sometimes duplicate or disappear completely. What i did was I kept left clicking rapidly and repeatedly on an item (not moving the cursor) and it sometimes leaves a (usable?) dupe or will have 2 of the item then they quickly vanish.

  • This can be easily reproduced if you take a stack of 64 items and button-mash the right click putting them into your inventory, you will end up with less than 64 items (haven't tried in survival mode, only creative). -- 05:57, 28 July 2012 (UTC)

[X] [MP] [?] It won't let you build in LAN if you're an admin. –Preceding unsigned comment was added by Alip11 (Talk|Contribs) . Please sign your posts with ~~~~

  • Do you mean that opped players cannot place blocks ? Does work. Not a bug. --Kumasasa 08:20, 28 July 2012 (UTC)

[X] [MP] When travelling on Minecarts on multiplayer, your character may take damage. This may be because of the time it takes to update the information of position of the player, what makes the server think the player falled down the ground and is "suffocating". --ViniciusBR11 20:22, 27 July 2012 (UTC)

[X] [MP] Fishing rods do not collide with or pull players. In version 1.2.5 they will hit the player but not pull them 22:45, 27 July 2012 (UTC)

[X] When TNT explodes outside of render distance, the resulting block destruction does not update until you force each individual block (e.g. place a block next to it) to update. Conundrumer 01:25, 28 July 2012 (UTC)

[X] [MP] macOS I was playing on the latest prerelease connected via localhost to my own server. I was breaking a fence block with an iron axe when, all of a sudden, my axe moved in slow motion. It happened right as the fence block broke, so the particles that came off of it moved in slow motion as well. I looked around, and everything went back to normal. In the split second between me breaking the fence and it stopping the slow-time thing, I looked around and it was as if I had pressed F8 with my mouse sensitivity turned very far down. Also, right after this happened I checked the server log and it said "[WARNING] Time moved backwards! Did the system time change?" teke0884 3:07 28 July 2012

  • This seems to be a new tickrate timing mechanism, as it also happens when the server is on overload. Maybe a protection feature? --Steve G. Wood 18:56, 28 July 2012 (UTC)

[X] [?] Redstone circuits seem to be more reliable over short distances than before though the traveling length has been shortened to almost half of what it used to be, in certain circuits and track systems this had caused an inconvenience because they now fail to work. Circuits stop at a repeater level, the chunk for the region has also been loaded as tall towers are visible but redstone seems to not reach anymore. --- Chris 16:41, 28 July 2012 (UTC)

  • I have no idea what you mean. Redstone distances weren't altered in 1.3. Downgrading to unreproducible until further evidence is shown. --Nathan2055 16:04, 28 July 2012 (UTC)

[X] [MP] i find it very very difficult to log on and when i finally do it always disconnects me from the server, this is in multiplayer and there are (correction: NO) mods or plugins installed on the server, i have a windows, with a 64 bit graphics card, and my computer is somewhat new, OS is windows vista. -- alexzang, –Preceding unsigned comment was added by (Talk|Contribs) . Please sign your posts with ~~~~

  • At first make sure that the server is running also 1.3pre, secondly blame the authors of the mods and plugins for that problems. --Kumasasa 07:57, 28 July 2012 (UTC)
  • Not an issue with Minecraft. --Nathan2055 16:04, 28 July 2012 (UTC)
  • Allow me to correct something here: There are _NO_ mods or plugins installed. This was last night on my server. This is stock 1.3 prerelease. About the only thing I can think of is that we (three of us) -- the two other players were in an extreme hills a good distance from spawn (about 200 blocks or so). However, even teleporting Alex to the site of the hills where the rest of us were did not change anything. Upgrading back to bug. --Keybounce 19:05, 28 July 2012 (UTC)


[A!] You can only put down sideway tree logs. –Preceding unsigned comment was added by (Talk|Contribs) . Please sign your posts with ~~~~

  • Not a bug. User error. Look straight down before placing then you'll get "normal" logs. -- 07:49, 27 July 2012 (UTC)
  • Removed strike-out: I have found it impossible to place vertical logs without jumping or scaffolding. (OT/funny: I made a special trip to the jungle to get horizontal grained wood for my beams in 12w27a. ARGH! I was also getting used to merge lag and was almost never jump placing solid blocks anymore.) -- Featherwinglove 10:59, 27 July 2012 (UTC)
  • The side a placed block ends up is mostly unintuitive. Upgrading. Also, don't use narrowing labels unless the issue is specific. --Steve G. Wood 18:56, 28 July 2012 (UTC)

[A!] Villager trading is still very much imbalanced. Non-farmables are undervalued, e.g. 4-5 diamond must be sold for a single emerald. Meanwhile, farmable items are overvalued, e.g. 19-29 paper for an emerald. With a sufficiently large sugarcane farm, I have been able to earn around 7.44 stacks of emerald in an hour, and while this is not in and of itself bad, these emeralds can be spent of many diamond items. The net result is a far bigger earning from farming than the most efficient mining practices, even with Fortune III. In fact, just one harvesting of the farm nets a player several doublechests of diamond items, which is very overpowered. In addition, many prices are nonsensical, e.g. iron and gold are considered equal in value, and mundane items such as compasses are considered more valuable than diamond tools.

A proposed fix would be to make prices based on their cost in raw materials, and rank the materials roughly in line with their actual rarity. Farmables should have a very low value compared to non-renewable items such as mineables, because the current system leaves major exploitability from farms. Farmable offers should not be removed, of course, as it does still take time and effort to build farms, harvest them, and make the trades. One can consider comparing the amount of time it takes to farm a given amount of an item to the amount of time it takes to come across a given amount of another item when mining.

Server administrators are considering disabling trading and villagers on their servers because of the current imbalance, so this is a major annoyance. --WolfieMario 16:49, 28 July 2012 (UTC)

  • Someone also made a detailed report on an older snapshot on how villager trading is not renewable too. It needs major attention. --Steve G. Wood 18:56, 28 July 2012 (UTC)

  • There are others. Basically, fixed prices that do not respond to what's happening / supply / demand will "never" be the right price. These are, as I said in a now locked thread, worthless. Remember, people have found that the best way to deal with NPC villagers right now is to kill NPC's that don't have wanted trade offers just to keep getting new ones. --Keybounce 19:05, 28 July 2012 (UTC)
  • You also cause a trading system to be stupidly broken (any trading system) by allowing the merchants infinite stock and infinite liquidity. This is (IMO) another part of the same annoyance. Fixing one aspect but not the other won't be enough to address the issue. --Simons Mith[] 00:49, 30 July 2012 (UTC)
  • I don't think traders need to simulate commerce that realistically at all. Minecraft's not a realistic game, after all. I'd like to think of traders' offers as equivalent to the infinite world: it should take time and effort to make a profit off them, just as mining, hunting, and adventuring are. There don't need to be finite stocks and variable prices: the stock of the Minecraft world itself is infinite, and its prices are fixed. The only issue I find with the traders is that their prices are way out of line with the rest of the world. When abandoned mineshafts were added with the possibility of diamonds contained in chests, they weren't made to contain a stack of diamonds each.
I believe a rebalancing of trading can be done with minimal effort to the Mojang team (who are obviously in a rush to release 1.3 already), if the players can provide a fair pricing for every villager offer available. I myself am going through the process of creating the required numbers, with an eight-step process to consider the many things an item's value can hinge on. I'm nearly done, and will post the resulting spreadsheet soon, for all players to give their input and hopefully convince Mojang to replace their numbers with the numbers the majority of players find fair. --WolfieMario 02:30, 30 July 2012 (UTC)

[A] [Cr] Flying through Vines or Cobweb in Creative Mode is slowing down the player. --Swekob 10:47, 27 July 2012 (Swedish time)

[A] The new F3 altitude indicator is a little confusing, implying that the altitude is in the US standard unit "feet" more than its intention of indicating the position of the player's feet. My own nomenclature is "standing on", probably resulting in "y-so: 82.000, y-eye: 83.620" to be consistent with the debug screen's existing personality. -- Featherwinglove 00:46, 27 July 2012 (UTC)

  • Uh, it makes perfect since to me. --Nathan2055 16:04, 28 July 2012 (UTC)

[A] [Cr] Double-tapping to fly/drop is nearly impossible under 10 FPS. I suggest the Fly function be moved to its own configurable toggle key. --Steve G. Wood 16:23, 26 July 2012 (UTC)

  • I agree –Preceding unsigned comment was added by (Talk|Contribs) . Please sign your posts with ~~~~
  • Actually, there was a bug that is causing the double-tap not to work above y=145. Testing now. --Nathan2055 16:47, 26 July 2012 (UTC)
  • The y=145 bug is fixed. However, I still believe that flymode should have it's own key. --Nathan2055 17:43, 26 July 2012 (UTC)
  • I've found this is avoidable when dropping by not looking at the ground when double tapping. --Spoke 23:01, 26 July 2012 (UTC)
  • This is not a bug, but more of a performance issue for your computer, I think that there should be an option for flying by double tapping space, or a toggling key. --BEASTpoint2 2:20, 27 July 2012 (EST)
  • That's why its marked as an annoyance, not a bug, although I agree that more keyboard customisation would be good. --Spoke 17:00, 28 July 2012 (UTC)
  • I also have a lower-end computer that I play on, and flight is a pain on that machine. --Keybounce 19:20, 27 July 2012 (UTC)

[A] [MP] Pushing other players in Multi-player is not possible. See: --CallumTennant

  • Not a bug, this was changed in one of the recent snapshots. --Nathan2055 17:43, 26 July 2012 (UTC)
  • The glitchy movement of the other player and the fact that the other player pushes the player back when doing so could be seen as a bug, though. --NeonJ 18:53, 26 July 2012 (GMT)
  • True. I have noticed that effect with villagers, too. --Nathan2055 21:33, 26 July 2012 (UTC)
  • It's a shame as I used to have fun pushing afk friends around in multiplayer. Wish it was a option instead. --Spoke 23:46, 26 July 2012 (UTC)
  • Shame they removed this. Pushing people is fun (required?) in multiplayer/PvP -- SnoFox(t|c) 09:12, 29 July 2012 (UTC)

[A] Mobs spawn on non-natural occurring blocks Djerun 12:47, 23 July 2012 (UTC)

  • Downgrading. --Nathan2055 16:04, 28 July 2012 (UTC)
  • This is in no way major. Only upgrade if there is consensus. Downgrading. --Steve G. Wood 00:49, 29 July 2012 (UTC)

[A] When exiting minecarts by right-clicking or breaking, it places you diagonal from the minecart instead of in the spot where the minecart is/was. I nearly fell out of the End twice because of this. DannyMac 01:22, 27 July 2012 (UTC)

  • New feature, this is so you don't push the cart wen you leave it. Same works with boats. -- Mustek 10:19, 27 July 2012 (UTC)
  • Sure ? I alwasy get placed behind the minecat regardless if the minecart is moving or standing still. --Kumasasa 08:37, 28 July 2012 (UTC)
  • Well, it's a dangerous new feature. ;P I suppose I should say, when exiting a minecart next to a fence, one get's placed outside of the fence depending on how one is placed out of the minecart. So, for safety, one should be placed on the nearest open block at the level of the track. If one cannot be found, then they should be standing inside the cart. 15:40, 28 July 2012 (UTC)

[A] Crashing into blocks while riding a boat, will break the boat to the old drop.

  • Intended feature. -- Mustek 10:18, 27 July 2012 (UTC)
  • It's supposed to be like that. Boats break into planks and sticks on a collision, but will drop as a boat if intentionally hit. --Spoke 12:04, 27 July 2012 (UTC)

[A] When getting pushed into an edge by a water current, you'll suffocate in a wall, although you could get away easily. -- Anonym 15:18, 27 July 2012

I've been getting the same. not too sure of the conditions, i think if the space is only two blocks high you get that. Chrissyofhailfire 08:23, 28 July 2012 (UTC)
  • The same thing for me, also if there is lava on another edge of the block water is pushing you into will set you on fire long enough to damage you --Vdvman1 22:25, 28 July 2012 (UTC)
  • I can confirm this (happened to me), but I can't really reproduce it properly. I think this should be upgraded to bug. (Also, this is a duplicate report, but I don't know how to merge things) --Gmfreaky 12:25, 30 July 2012 (UTC)

[A] [MP] Armor bugs: When observing others with armor who are standing, occasionally the leggings will stick out as if the player you are looking at is sitting down. When riding in minecarts (or possibly boats too, I haven't tried this), the leggings will remain in the standing position when viewing your inventory. 15:50, 28 July 2012 (UTC)

[A] [MP] Armor bugs: Armor movements are linked to other player's movements. I have seen chest plates move in sync with other players' movements on a player who isn't moving their arms. Even when viewing my inventory, I can see my chestplate arms moving when other people are mining. 15:50, 28 July 2012 (UTC)




[!] I reported a bug that causes the player to place two blocks in one frame in the report page for the 12w27a snapshot. Further along, I discovered that this also messes with doors, levers, and gates, where two inputs cause two state changes and thus a return to the state you are trying to frob the device from. Now that I'm playing with Pre-release 1.3, I've now discovered that this bug can also place blocks in the space the player character is occupying, probably related to the fix countering the pillaring problem associated with merge lag. Shortly before this video begins, I was trapped on the edge of the roof I was building and had to fall from it to escape. If such a thing happens while bridging in the Nether, it could be fatal. I have not yet tested for suffocation damage, but I'm expecting to find that as well. I therefore think the problem of the pillaring fix combined with the old double-input bug forms a major problem in Minecraft 1.3. Featherwinglove 00:33, 27 July 2012 (UTC)

  • Yet today i covered the top of a hole going down to bedrock (and that's a lot of blocks to update light on, so i got a huge lag spike) and when it resumed i had placed blocks all the way to my face. --Steve G. Wood 04:07, 27 July 2012 (UTC)
  • I haven't suffocated myself on it yet, but I'm having planks double place so consistently that I am wearing out axes removing them. I just had eleven double places in a row in a building interior that didn't have a lot to render. -- Featherwinglove 11:04, 27 July 2012 (UTC)
  • I have had this cause me to eat two pieces of food instead of one. It has happened to me twice. --CorbinSchmorbin 12:18, 27 July 2012 (UTC)
  • I remember a report of that under a separate issue, and never had it happen myself yet. Might it be related? -- Featherwinglove 12:21, 27 July 2012 (UTC)
  • I can trigger eating two pieces of food reasonably reliably by eating while walking. My machine is a not hugely fast iMac with 1.5GB of RAM. -- 22:25, 27 July 2012 (UTC)

[!] When two pistons powered by a redstone torch push the 2nd and 3rd segments of sugarcane in a way similar to this setup the top piston looks extended and unextended like this . Applying power to the piston will not fix it and it needs to be manually destroyed to become unextended. This bug is major because it breaks many automated sugarcane farms.--mmmfrieddough

  • I can confirm this with both normal and sticky pistons. Also, you can just destroy the extra piston head to fix it. --Acomputerdog 13:25, 27 July 2012 (UTC)
  • Pistons and piston heads should check for each other and take appropriate shapes. --Steve G. Wood 19:06, 28 July 2012 (UTC)

[X] "Horizontal log has some transparent lines between the blocks. Vertical ones work properly. --YSelf D de.MCWiki-Admin 13:01, 25 July 2012 (UTC)"

  • reproduced: appear with all types of rotated logs that have up/down in direction 1 or 3. Not seen with logs in direction 2 and 0. --ostrowm

[X] [Cr] Can't place mushrooms in creative. –Preceding unsigned comment was added by (Talk|Contribs) . Please sign your posts with ~~~~

  • I can.. You maybe tried to place it in the light? --Swekob 19:06, 26 July 2012 (Swedish time)
  • It was at night in a swamp biome. –Preceding unsigned comment was added by (Talk|Contribs) . Please sign your posts with ~~~~
  • Shrooms have to have at least one block above them (i.e. they can't be open to the sky). --Nathan2055 17:37, 26 July 2012 (UTC)
  • But why? Isn't that a bug? –Preceding unsigned comment was added by (Talk|Contribs) . Please sign your posts with ~~~~
  • No. It was changed in 1.2 to make mushrooms more realistic. If you want Huge Mushrooms, plant them in the Nether or make a dark room like I did. --Nathan2055 17:46, 26 July 2012 (UTC)
  • Huge mushrooms are growable in the daylight when planted in mycelium. --Kumasasa 21:54, 26 July 2012 (UTC)

[X] All blocks that use the biome texturizer (leaves, vines, lily pads, etc.) appear gray in your hand in third-person and front view. --Nathan2055 17:46, 26 July 2012 (UTC)

  • Doesn't happen with leave blocks for me. –Preceding unsigned comment was added by (Talk|Contribs) . Please sign your posts with ~~~~

[X] TNT does not inflict damage on the player. 20:30, 26 July 2012 (UTC)

  • Survival peaceful? If so, not supposed to. -- 21:09, 26 July 2012 (UTC)
  • Actually, that was changed in the latest update. TNT is nerfed in Peaceful. --Nathan2055 21:26, 26 July 2012 (UTC)

[X] [?] All rotated logs obtained with silk touch are called "Oak Wood" and it's not possible to make them into planks. –Preceding unsigned comment was added by (Talk|Contribs) . Please sign your posts with ~~~~

  • Can't reproduce, are you sure you are on 1.3 pre-release? -- Mustek 10:23, 27 July 2012 (UTC)
    • Fixed.

[X] [?] [SP] If sand is falling while the player is dead the sand will be black if you respawn and go back to the sand. If you destroy all the black sand blocks there will sometimes be some sand ghosts left, you can walk through some of them, and some you can't, you can't break them too and if you break the block under it the sand ghost will fall. This happens with gravel and dragon eggs too(dragon eggs will not be black). You need to rejoin the world to fix this. I found this bug when I was blowen up by a creeper in a sand cave and went back to the cave. --Swekob 17:16, 26 July 2012 (Swedish time)

  • Unable to reproduce. --Nathan2055 17:37, 26 July 2012 (UTC)
  • Happened to me, but with dirt. I died from fall damage, and when i returned, a dirt block (not the one I fell on) was black. I thought it was black wool until I broke it and it dropped a dirt block. It was in a well lit room in swamp biome. --Spoke 15:52, 27 July 2012 (UTC)

[X] Panes of glass don't join correctly to the backs of stair blocks. -- 00:35, 27 July 2012 (UTC)

  • Confirmed on all stair types, and I also tested and found that glass panes will not stick to any side of the stair, regardless of how it is rotated. --Acomputerdog 13:33, 27 July 2012 (UTC)
  • Stairs are not solid, and by definition panes will not connect to non-solid blocks. --Steve G. Wood 19:06, 28 July 2012 (UTC)

[X] Fire appears randomly in some locations. This fire does not injure the player and will not go out. The fire will disappear if the block below it is destroyed but it will still light the player on fire if the player stands where it was (picture 2). Even though the player is on fire, he takes no damage.,Hxmwl,2Hjvd,0sXK6#0 Seed: 3715287418985989672 x: -235 y: 67 z: 1298 is one such fire. --CorbinSchmorbin 03:10, 27 July 2012 (UTC)

  • The fire appears to go away if you restart. Trying to reproduce. --CorbinSchmorbin 03:15, 27 July 2012 (UTC)
  • Reproduced at x: -1387 y: 64 Z: 783 in the same seed. I don't know why it happens or how to force it to happen. Happened at night both times, but it may be coincidence. --CorbinSchmorbin 04:41, 27 July 2012 (UTC)
  • I used your seed, TPed to the place you said, and compared it to your images. It appeared the same at first, except for the fire, then i realized that the little lake, where you had grass and fire, was surrounded completely by sand for me. Did you have the bonus chest enabled, by any chance? I suspect that that may shift the world generation slightly. --Acomputerdog 13:44, 27 July 2012 (UTC)
  • I did not use a bonus chest. My world was started in 1.2.5 and rolled over to 1.3 if it makes a difference. The areas where I have seen fire where generated in 1.3. There where at least 3 fires in the area around the village near the first location I posted. I only saw them once there. The fires may not be tied to any specific location, but I am just guessing. --CorbinSchmorbin 22:24, 27 July 2012 (UTC)
  • Lightning during thunderstorms seems to have this effect. There is a persistent fire block where the lightning bolt strikes, but the surface is not actually burning. The rain puts the fire out but the fire animation block is never removed. The only way dispose of the fire is to place a block on it. ---Jovet 09:26, 28 July 2012 (UTC)

[X] Tree leaves will form through blocks on initial growth --Hazado22 04:49, 27 July 2012 (UTC)

  • Might be related: This sideshow freak tree apparently had its leaves grow out of alignment with its trunk by two metres, resulting in a rather unaesthetic bug. I know I planted it because it was in a taiga area I had basically clear cut and replanted, and if this were one of the original trees, I certainly would have noticed it before. Since the world has been operating with both R1.3pre and 12w27a, I'm not certain which snapshot it occurred in (I did not get any of the 12w30x snapshots.) -- Featherwinglove 12:28, 27 July 2012 (UTC)

[X] When placing stairs, a few of them would glitch out and look like full blocks with only some of the sides visible. --Embury 16:02, 27 July 2012 (UTC)

  • Confirmed. I see this all the time with stone brick stairs. 17:00, 27 July 2012 (UTC)
  • Me too on 12w25e, also with stone brick stairs on a complex roof structure. (I haven't installed the 1.3pre yet.) I also note that it isn't necessarily the stair block placed that glitches, but one or more other blocks nearby. Screengrabs (for 12w25e only) available on request. -- 22:21, 27 July 2012 (UTC)

[X] When chopping through trees with saplings around me I somehow ended up inside a block, either wood or leaves. It was on mac but I'm not sure if its isolated just to mac. Screenshot 1 Screenshot 2 Screenshot 3 --Spoke 16:10, 27 July 2012 (UTC)

  • A tree grew over you. Intended behavior? --Steve G. Wood 19:06, 28 July 2012 (UTC)
  • Not sure if that was it, but anyway, when that happened to me in 1.2.5 it would just push me away, sometimes give some damage, or sometimes just grow around me and let me walk through the leaves. I really doubt this glitchy inside view is intended. --Spoke 23:01, 28 July 2012 (UTC)
  • That "inside view" is caused by Fast Graphics. Fancy leaves are transparent. --Steve G. Wood 00:30, 29 July 2012 (UTC)

[X] Silverfish spawners are displayed as pig spawners. Cave spider, Skeleton, and Blaze look ok, I haven't checked spiders or zombies. 00:34, 28 July 2012 (UTC)

[X] Timing on NOT gates (redstone torches) seems to be broken. I would expect them to act as a one tick inverting repeater but they seem to require a three tick pulse to activate and then only emit a two tick pulse. This effects any circuit that depends on timing, pulse length, or short pulses. A full explanation of the problem can be found here: Video --Innovate.Invent 00:42, 28 July 2012 (UTC)


[A!] Piston Tapes no longer work. I have tried many setups to allow them to rotate the blocks as they did in 1.2.5 but nothing will work. Here is an example in the form of world download: Not sure if I should mark it as a bug or a major annoyance, so I just went with major annoyance. Calamitatis 08:19, 30 July 2012 (UTC)

[A!] [Cr] There isn't a way to place or modify Mob Spawners in vanilla Minecraft. Suggested solution is inclusion of block in Creative inventory and right-clicking with Spawn Eggs to change the mob type.

  • Great idea. Right now the only way to modify spawners in-game is with Risugami's Spawner mod. I'm going to upgrade this to major annoyance. --Nathan2055 16:49, 26 July 2012 (UTC)
  • Would be nice if you could pick up spawners with silk touch. --Spoke 23:56, 26 July 2012 (UTC)
  • I was just messing around with a pig spawner, and while I was watching it, ocelots occasionally spawned. The ocelots then wandered around to about 20 blocks away before sliding along the ground back to me, tested at different locations. If anyone can repro this I'll post as a bug. --Spoke 00:02, 27 July 2012 (UTC)

[A] Tripwire hooks randomly update the block they're attached to. One can assume that large enough amounts of hooks can cause server lag. However, this might be useful as a redstone mechanic so it is questionable whether it should be corrected. Video: [1] --Steve G. Wood 05:21, 27 July 2012 (UTC)

[A] [Cr] Breaking a block in such a way that it causes other blocks to cascade will make the affected blocks drop resources (doors, powered pistons, torches, signs, ladders, redstone, cactus, reed) --Steve G. Wood 16:28, 26 July 2012 (UTC)

[A] Able to place string on air above blocks with string placed. Deathmarine 17:43, 26 July 2012

  • Intended and I don't see why this has to go. -- Mustek 10:25, 27 July 2012 (UTC)
  • Agreed. Dinnerbone (I think) has stated that one difference between tripwire and pressureplates is that tripwires can float. I would be disappointed if they took this away, as it's one of the biggest points to using them, and I have plenty of contraptions that rely on floating tripwire. --WolfieMario 12:03, 27 July 2012 (UTC)
  • I would like this mechanic to stay aswell, but with one modification: Rather than having to "stack" string on top of it's self to make lines, it would be far easier, and all around smarter to allow "stringing" directly horizontally from the tripwire hook it's self. This would allow quicker builds, as well as cleaner setup in general, plus it would allow you to build tripwire receivers across ravines. Why you would need to I have no idea, but I am sure there is a use, possibly involving TNT Cannons/Mob Launchers, some sort of "accuracy challenge." -- 13:24, 27 July 2012 (UTC)
  • Yes, it would make more sense to string directly onto a hook, and I'd really like that. Of course, string should still also be placeable against other string, to make stringing across gaps actually possible. I suppose placing string vertically on other strings isn't necessary, but I don't see any problem with leaving that in as well. --WolfieMario 14:35, 27 July 2012 (UTC)

[A] Mushroom blocks can't be harvested or placed properly, reverting to damage/data value 0, a block which appears to use the mushroom pore texture on all six sides. This makes it impossible to use the red, brown, and white mushroom block textures in creations without using pistons to push blocks around. It is also inconsistent with the expected behavior of silk touch: if silk touch is capable of harvesting a block, it should not transform it upon harvesting. Transforming a block upon its placement (which happens when placing mushroom blocks of any damage value, obtained through cheats available in vanilla) is also completely illogical and a roadblock to making things from the mushroom blocks. Perhaps mushroom blocks could be made properly harvestable as "Red/Brown Mushroom Top", "Red/Brown Mushroom Edge", "Red/Brown Mushroom Corner", and "Red/Brown Mushroom Stem", where the edge and corner blocks would be placed in a directional manner similar to pumpkins (upside-down mushroom blocks would not be available, as this would require splitting the current two mushroom block data values into multiple). --WolfieMario 13:44, 12 July 2012 (UTC)

  • I like fix you suggested. Totally support. 13:38, 18 July 2012 (UTC)
  • I think a better implementation would be to have the blocks respond somewhat as grass blocks, growing the appropriate skin if exposed to an air block on that side. -- Featherwinglove 12:37, 27 July 2012 (UTC)

[X] If you jump on a non source less than 1 block high water 'block' you start taking damage, as if your drowning. –Preceding unsigned comment was added by GoldenKrodon (Talk|Contribs) . Please sign your posts with ~~~~

[A] Max height bug: Solid blocks can be placed until "max height -1", several other blocks can be placed on top, so the "max height": flowers, tall grass, sugar cane, torches. This itself might be a bug, it might not be, no idea. But there is an error message if you manage to place a sugar cane block on 256 and THEN try to place any block on TOP of that. You receive the "Height limit for building is 256" message (in my case). Why does this message not occur if I try to place a solid block inside 256 (which might actually be possible as it is the max height)? 16:53, 28 July 2012 (UTC)

  • Intended behavior. Building on layer 256 doesn't leave space for lighting, making the top of blocks black. So you aren't allowed to place solid blocks on it. --Steve G. Wood 19:06, 28 July 2012 (UTC)

[A] [Ad] Ender portal frame cannot be interacted in the adventure mode




[X] [Su] Breaking a hoe will not show their particle effects. --Swekob 10:25, 27 July 2012 (Swedish time)

[X] If you have 2 ender pearls, throwing 1 at the ground will still show you have 2, but when you throw the other one, the stack will be gone. --Blackbird626 14:47, 28 July 2012 (UTC)

  • Same bug as the bucket stack glitch below. --Steve G. Wood 19:10, 28 July 2012 (UTC)

[X] [Su] Right-clicking fluids with a stack of buckets will only refresh the bucket count every two interactions. --Steve G. Wood 16:36, 26 July 2012 (UTC)

  • Confirmed. Count goes down for a split-second, then goes back up. -- Mustek 17:41, 26 July 2012 (UTC)
  • I noticed in 12w27a, but didn't comment on that thrown eggs and potions exhibit a similar behaviour. It sounds like it could be related. -- Featherwinglove 00:50, 27 July 2012 (UTC)
  • The counter also seems to refresh when you pickup the stack from the item bar. 16:46, 28 July 2012 (UTC)

[X] Splash-potion effects do not go for as long as they say. (Using a 1:30 potion will only go for roughly 1:15) 11:00, 27 July 2012 (UTC)

  • This isn't a bug. The duration is based on where the splash potion hit your player character. The effect is greater when applied to the head than the feet. 01:14, 28 July 2012 (UTC)
  • I do believe that this should be looked into a bit more. The only way to get the full effect of a potion is to throw it directly above you and have it land on your head, which in some cases may not be possible (like being in an enclosed area). If it is intended to only have potions work properly this way, then this can be downgraded to an annoyance. 04:47, 28 July 2012 (UTC)

[X] [?] A lot of items despawn very quickly after creation. About 1/3 of all cobblestone just vanishes. Loot from killed mobs also vanishes. I definitely saw several times two feathers falling to the floor after slaying a chicken, and after about 1/4 second one feather disappeared. User:Airlag 29 July 2012 (UTC)

  • Not a bug. Stackable items now stack outside of inventory. --Bljat 17:41, 29 July 2012 (UTC)


[A] When writing in the book and quill, it is impossible to do multiple line spaces by pressing the enter/return key although the "return character" remains there. You can only do another line space if there is text already on that line. --Razz 13:48, 27 July 2012 (AEST+10)

[A] Smelting Redstone/Lapis ore only gives one Restone/Lapis, instead of the 4-5 you get from mining it without Silk Touch. irunor, 20:51, 27 July 2012 (UTC)

  • These ores normally shouldn't be obtained. There is no account for them in the system, which treats the output of smelting as one item returned. This isn't a bug - it is an annoyance the system doesn't account for Silk Touched-ores. Downgraded to Annoyance. --MegaScience 21:06, 27 July 2012 (UTC)
  • That's intended, since the smelting principle is always "two item enter, one item leaves" for all items. Ok, that may annoy you, but either don't mine mentioned ores with Silk touch or instead of smelting the blocks, place them and mine them with a non-silk touch pick axe. --Kumasasa 08:02, 28 July 2012 (UTC)
  • It is entirely possible to have multiple items leave though, I was able to accomplish it with simply specifying the stack size in a mod for the game. --MWisBest 00:54, 29 July 2012 (UTC)

[A] Coal should smelt for longer. Maybe enough to half-smelt something. It's annoying, because if you use the same piece of coal to smelt 8 items, only they're two or more different types of items, it only smelts 7 (say you have 6 iron ore and 2 gold, it would smelt the 6 iron, but only one gold). Increasing the lifespan of coal in a furnace would fix this easily. irunor, 18:15, 28 July 2012 (UTC)


World Generator


[X] When asking for a Bonus Chest, if you spawn in the Jungle Biome (within or on top of leaves), the chest will not be there. However, the items will be dropped on the spot where the chest is supposed to be. - Screenshot --TorbenXF 15:24, 26 July 2012 (UTC)

  • I can confirm this, but my items spawned under leaves. (On Large Biome World) --Kryostic 15:55, 26 July 2012 (UTC)
  • It appears this is because the bonus chest is written in before the rest of the world gen, so the chest is destroyed if a block is written in where the chest's spawn point is. --Nathan2055 16:51, 26 July 2012 (UTC)

[X] In Singleplayer if you freeze the FPS to any number (tested with 30 and 90 fps in Fraps) in Minecraft the terrain will stop generating or generate very slowly. If you move closely (about 5 blocks) to the invisible terrain it will generate a small part of it. Stopping the freeze will immediately generate the terrain Terrain, Error Message --XZirakx 20:19, 26 July 2012 (UTC)

  • Downgraded per Classifying bugs. --Nathan2055 21:30, 26 July 2012 (UTC)
  • Single core processor? Fraps must've thrown the server thread down the priority queue, because i can't reproduce it on a dual-core system. --Steve G. Wood 19:30, 28 July 2012 (UTC)
  • I'm using a Intel® Core™ i7-2600K Processor 4 cores with Windows 7 64 bit and 64 bit Java. I also used Processor Affinity on task manager to use only 1 cpu. Same problem. The best way to see it is using /kill to kill yourself after you freeze the FPS. --XZirakx 20:06, 28 July 2012 (UTC)

[X] Torches are sometimes generated floating in mid air without being attached to a block during structure generation.[2] Yuki-nagato 22:31, 26 July 2012 (UTC)

[X] Having the bonus chest option ON seems to affect spawn location. (Seed: Artomix) I spawned in six different places with the option on, and in the same place while it was off. In 1.2.5, the spawn point was the same location as the spawn in 1.3. The different spawns seem to be on the same y-axis as well, because one of the ON spawns was in midair. -- 00:47, 28 July 2012 (UTC)

  • Nix the Y-axis part: there's a tree above the spawn that you can spawn on as well with the bonus chest on. -- 00:50, 28 July 2012 (UTC)


[A] The height of the map isn't infinite.-- 08:09, 28 July 2012 (UTC)

  • Isn't this asking for too much? --Steve G. Wood 19:30, 28 July 2012 (UTC)
  • I don't thing that it's so bad idea. The way from surface to the bedrock layer is too short, so there is no need to use minecarts.-- 12:50, 29 July 2012 (UTC)
  • Still, infinite vertical size isn't needed. If the problem is a too shallow earth, there could be an option to specify sea level on map creation. Remember the fact that 256 is freaking huge, the ground doesn't even load past 190. --Steve G. Wood 18:51, 29 July 2012 (UTC)
  • I'm not sure of that the height 256 isn't still shallow. There can be more chunks one above the other. The upper chunks can be used for the Sky Dimension and there can be underground biomes in the lower chunks, how is suggested. If isn't needed the infinite vertical size, there can be limited vertical size in chunks.-- 08:35, 30 July 2012 (UTC)

[A] Melons don't genterate in the world. There are generating only chests with melon seeds.-- 09:53, 28 July 2012 (UTC)

  • Intended feature. Melons have never generated since their release in 1.8 --Wormy14 12:07, 30 July 2012 (UTC)

[A] Found a village that was buried by its own roadways. There was dirt inside a house even. Put this in annoyances since not sure if that just happens sometimes. This is the worst I've seen in a LONG time. Large Biomes, cheats enabled, survival, with bonus chest. Seed: 6872494091088887650 x 659 z -211 -Kittani1977




[!] When a chunk is unloaded and reloaded during gameplay with seated wolves and cats, they will teleport to the player regardless. The distance seems to be between 128 and 144 blocks away. This bug has at least existed since 1.2.5 and has not changed. ~Cm283 00:31, 27 July 2012 (UTC)

  • I see this bug whenever I get within loading distance of my house. My dog and cat both teleport to me inside my underground tunnel. My cat died because it teleported into lava. 13:15, 27 July 2012 (UTC)
  • My dogs and cats also unexpectedly teleport into fire and lava, killing off half of my pets. ~Cm283 17:31, 27 July 2012 (UTC)
  • Interestingly, for me, I keep cats in two places, and only the cat from one place teleports to me when the chunk is reloaded-- the other cat stays put. Specifically, I keep one cat in my house, which teleports to me, and another in a building I built for an enchantment table. The only difference I can think of is that the cat that doesn't teleport to me is sitting on a bookcase, though the two buildings are in separate but neighboring chunks. It was this same way in 1.2.5. --Pteprocks 16:39, 27 July 2012 (UTC)
  • This bug is extremely annoying. Supposedly in 1.2.5 it happened when you get attacked, then move to load a chunk where you have animals kept, but now it seems to happen regardless. Really should be addressed asap, it's kinda major. GhengopelALPHA 06:22, 28 July 2012 (UTC)

[X] If you are killing a wolf with 1 hit the wolfes around won't be angry or attack the player. If you hit a wolf 1 time without killing it the wolves close will attack. This won't happen with zombie pigmans. --Swekob 17:19, 26 July 2012 (Swedish time)

  • Confirmed. --Nathan2055 17:35, 26 July 2012 (UTC)

[X] If you attack / get attacked by a player, then tame a wolf some time later (I took about 2–3 minutes, but it may vary), the wolf will target the player, even though it was a while since you attacked / got attacked by the player and you was far away from the wolf when it happened. --NeonJ 18:55, 26 July 2012 (GMT)

[X] When Skeletons/Zombies are spawned using eggs on half slabs they will not burn in sunlight until they leave/jump off the half slab (tested with all half slabs) To reproduce: Build a "container" box to keep the mobs inside, no roof, during the day, layer the floor with half slabs, use eggs to spawn them pointing the egg at the half slabs before you click. Note that if you point the egg at the wall the mobs will light on fire as they didn't touch the half slab. --wyndkin 2:48, 27 July 2012 (PDT)

[X] [Cr] (Tested, reproducible, unconfirmed) In creative, if you hit an enderman, it will begin to attack but then become neutral upon teleporting, --Scott (IP, 15:55, July 27 (UTC)

[X] Pigs spawned inside of ground level jungle leaves. Screenshot 1 Screenshot 2 --Spoke 16:18, 27 July 2012 (UTC)

  • This has been in existance since 1.2.5 and has been observed with all passive animals (chickens, pigs, sheep, and cows) --GhengopelALPHA 06:23, 28 July 2012 (UTC)

[X] Sheep sunk into the ground. Eventually jumped out again. Screenshot 1 Screenshot 2 --Spoke 16:22, 27 July 2012 (UTC)

  • I reported the same bug in Blocks because other mobs have been doing it as well-- in my experience, Villagers do it quite often. Screenshot --Pteprocks 16:39, 27 July 2012 (UTC)

(Merged duplicate) Certain mobs, particularly villagers, have been phasing through blocks as if they were 1x1x1 holes. The mob will usually jump out after a few moments. Screenshot --Pteprocks 22:09, 26 July 2012 (UTC)

  • Confirmed. I got the same thing with sheep. Screenshot --Spoke 16:49, 27 July 2012 (UTC)
  • i can confirm it as well. been happening alot along with other villager issues.Chrissyofhailfire 08:29, 28 July 2012 (UTC)
  • (Merged duplicate bug --Kumasasa 09:10, 28 July 2012 (UTC))

[X] Animals still spin on the edges of blocks. GIF of screenshots --Spoke 16:27, 27 July 2012 (UTC)

[X] Slimes are taking over again in Flat worlds. The previous improvement to reduce their number in Flat worlds since 12w25a seems to have disappeared (at 12w30a or earlier). ---Jovet

[X] Often when a creeper explodes it leaves behind a ghost creeper(and ghost items). Screenshot 1Screenshot 2 --Jakefive 22:37, 28 July 2012 (UTC)

[X] Chickens cannot swim upwards. Try for yourself: spawn a chicken at the bottom of an ocean and it will sit there and eventually drown. Dotsarecool 05:51, 29 July 2012 (UTC)

  • I noticed this too and reported it on the last snapshot, not sure if its intended or not but I thought chickens were supposed to float? --Spoke 13:52, 29 July 2012 (UTC)


[A!] Spiders suffocate when spawned from a dispenser.

  • I think he means that when you use a dispenser to spawn the original spiders (NOT tested with cave spiders) from their spawn egg, that the spider created, even against the side of a glass block, will take damage (suffocate, as the OP put it) when they are created with their model partly inside the glass block. This is due to their model exceeding a one block size, and the spawn egg placement code not accounting for the spider's size when placing it. This is really annoying since it's very hard to make test builds of mob systems using spider spawn eggs in Creative mode, or to use spiders in dispenser setups when making custom maps for this reason.BrickVoid 21:17, 27 July 2012 (UTC)
  • Brickvoid is right, I mean they suffocate in the dispenser block and it does not affect cave spiders because they are smaller.
  • This, and other problems happen because dispensers are solid. If dispensers weren't solid some other problems wouldn't exist too. --Steve G. Wood 19:35, 28 July 2012 (UTC)




[!] Pretty major lighting glitch captured here: When the lightmap is updated, the lights will be properly displayed until logout. Same map works fine in 1.2.5 single player. DarkWolff 03:02, 29 July 2012 (UTC)

[X] Chunks are occasionally still having problems rendering until you are right up against them. See here for a screenshot. --Mattrition 15:44, 27 July 2012 (UTC)

  • I can confirm this. I have lost several boats because the shore did not appear until I hit it. I have also seen mobs standing up on blocks that haven't rendered yet. --CorbinSchmorbin 01:28, 28 July 2012 (UTC)

[X] Thunderstorms don't make the sky go dark making it difficult to determine between rainy weather and thunderstorm. Tested from two different computers running Windows in both SP and MP, one which had a fresh install of MC in case of mod interference. Started up a new map and typed in /toggledownfall where it immediately starts a thunderstorm. Alternatively, opened up a save file where a thunderstorm left off with same output. -- 21:52, 26 July 2012 (UTC)

  • Cannot reproduce. Sky darkens as expected, Mobs are spawning... --Kumasasa 09:26, 28 July 2012 (UTC)
  • Mobs still spawn as normal, but the sky doesn't change from left to right as indicated in this photo: By "Sky darkens as expected" do you mean that it does this? Not sure what else can be causing it but I hope it fixes, so I can stop playing guessing games with mob spawning... --Alexnyc8214 19:45, 28 July 2012 (UTC)

[X] [MP] When I join a server that has a server texture pack enabled, no matter what resolution the server texture is, it uses the same resolution as the texture enabled before logging on. --BEASTpoint2 9:57, 27 July 2012 (EST)

[X] Lighting glitch in corner of a room where wooden plank walls meet slab ceiling. It was dark outside without any torches or light sources around. Screenshot --Spoke 16:31, 27 July 2012 (UTC)

  • I am seeing a similar glitch with slabs put on the bottom of the ceiling blocks above. If the entire rectangular ceiling area is filled-in with upside-down slabs, all of the upside-downs slabs will be completely dark. The wall blocks are fine. Removing some slabs reduces the blackness. The bottom surface with spotty slabs is rendered mostly normal though some are obviously darker than they should be. The adjacent wall material seems to matter not and isn't affected. ---Jovet 09:40, 28 July 2012 (UTC)


[A!] XP Orbs will crowd around the camera while they are being collected. This is extremely annoying, especially with ghost orbs. media:Annoying orbs.png --Steve G. Wood 23:55, 26 July 2012 (UTC)

[A] Non-block item drops are invisible from behind. Makes it hard to see items on lower levels. --Steve G. Wood 23:55, 26 July 2012 (UTC)

  • Maybe make them render like in the hand (1 pixel thickness) and make them spin around like blocks. See 3D items mod. <MCKMan> 10:28, 30 July 2012 (UTC)

[A] Surface of water on block boundaries suffers visual artifacts (very obvious when travelling by boat on the ocean surface). Looks like the water is rendered when an adjacent chunk is not loaded, which leads to a slope at the edge of the chunk, when the adjacent chunk is loaded the water surface is not updated. media:Watersurface glitch.png -Cyberiantiger 09:48, 30 July 2012 (UTC)




[!] [MP] Footstep sounds and probably some other sounds like splashing into water, eating, or placing blocks are delayed depending on the player's ping(server-sided) which is really annoying, This continued through the recent snapshots too, Please fix. –Preceding unsigned comment was added by Crashty (Talk|Contribs) . Please sign your posts with ~~~~

  • Confirmed. If the server lagspikes, all sounds lagspike too, which is weird. NeonJ 17:59, 26 July 2012 (UTC)
  • This is probably the MOD API's beginnings. As in, the server controlling which sounds play and where. --Steve G. Wood 23:23, 26 July 2012 (UTC)
  • This should REALLY be fixed before the 1.3 release. This really hurts SMP experience. Calinou - talk × contribs » 11:57, 27 July 2012 (UTC)

[X] [Su] Fire extinguish sounds do not play in survival mode, instead the hit sound of the block under the cursor behind the fire plays. I haven't heard them once while testing 1.3-pre. They do, however, work in creative mode. Switching back and forth between survival and creative does not change anything, they always work in creative and never in survival. (tested on two PCs, Win 7 and Linux, in SP and a remote server) Masa 19:59, 27 July 2012 (UTC)

[X] The exit teleportation sound does not play when using a Nether portal. 00:40, 28 July 2012 (UTC)

  • Same applies for Ender portals. -- 21:16, 28 July 2012 (UTC)


[A!] Walking on some blocks (such as wood) is about 25% the volume of walking on dirt and breaking certain blocks barely makes any sound at all. There is also no sound when the blocks are collected. -- 17:20, 26 July 2012 (UTC)

  • This has been a glitch since Alpha. A fix is to restart the game, but a TRUE fix would be nice. NeonJ 17:59, 26 July 2012 (UTC)
  • Doesn't help - I've even reverted to 1.25 and it is still there. I'm willing to bet that this is something to do with updating to OSX 10.8. I don't know how to report that other than shove a macOS in front of my report on this page. -- 19:01, 26 July 2012 (UTC)
  • I am running the 12w30b snapshot and after upgrading to OS X 10.8 I am having this sound problem. I can barely hear myself walking or breaking blocks but other sounds, such as sheep, are just as loud as ever. -- 19:59, 26 July 2012 (UTC)
  • Also having this problem. All the common sounds are noticeably quieter; here is a list of files from the "resources" folder that play quieter (sometimes so quiet you can barely here: /random/pop.ogg (my favourite one!), random/splash.ogg and /liquid/splash.ogg don't work if you jump in (if you walk or fall it's fine), /portal/trigger.ogg doesn't but I don't think it ever did, and everything in /step/ (which I think includes break/place sounds, because those don't work either). –Preceding unsigned comment was added by (Talk|Contribs) . Please sign your posts with ~~~~
  • I don't see half the stuff that you mentioned in the resources folder anyway only /step but the volume issue makes it extremely unpleasant to play the game. It is especially jarring when you've been walking on wood or stone and step onto grass and the sound is loud because you'd turned the volume way up. I also miss the pop sound and the sound of block breaking. I really hope there's a fix for this soon! I want to start a new 1.3 world. --Tseotet 16:28, 28 July 2012 (UTC)
  • Updating LWJGL has fixed it for me. (Thanks to Sko on Minecraft Forum for the idea). I suspect LWJGL will be updated properly with the full version of 1.3 anyway. --Tseotet 19:24, 28 July 2012 (UTC)
  • Do you find that updating LWJGL causes errors in window size scaling? When I increase the window size with LWJGL active (doesn't include before logging in, that's when I can change the size), the view magnifies. The screen also flickers, unless in fullscreen.




[X] [Cr] When you holding the E button(open inventory button) the inventory will show up and quick close down.--Swekob 17:52, 26 July 2012 (Swedish time)

  • Confirmed. --Nathan2055 17:34, 26 July 2012 (UTC)

[X] [?] The texturepack resolution in snooper settings is alwas 16, even if you using a texturepack with higher resolution. I've tested this with the latest version of Misa's texturepack. Maybe important: I have no hd-patcher installed. --Citiroller 17:59, 26 July 2012 (UTC)

  • You have to have an HD patcher for that to work. --Nathan2055 18:13, 26 July 2012 (UTC)
  • Confirmed. I have patched with the latest MCPatcher and have a 32x pack enabled. --BEASTpoint2 9:57, 27 July 2012 (EST)
  • Our wish is for mods that enable you to use other resolutions to change this. — Mojang AB logo.png Dinnerbone(T) 08:20, 30 July 2012 (UTC)

[X] View Distance reverts to Normal (from Far, possibly others) occasionally. Moleculor 22:04, 29 July 2012 (UTC)


[A!] The main menu flashes twice while loading/creating a world. --Spoke 22:57, 26 July 2012 (UTC)

  • I'm getting the same double flash on Windows (therefore, removed OSX tag.) --Pteprocks 23:36, 26 July 2012 (UTC)
  • When I load a level, the world often flashes twice too, and then the camera briefly warps into the block beneath me, then the world loads. --Acomputerdog 14:07, 27 July 2012 (UTC)
  • Unable to reproduce that, sounds weird though. Have you got any more details you could add? --Spoke 16:54, 27 July 2012 (UTC)

[A] On main menu, the version says 1.3 w/o the prerelease word. 14:30, 26 July 2012 (UTC)

  • It's on purpose, because this version is likely to be the one that will be released next week. -- Mustek 14:37, 26 July 2012 (UTC)
  • With all these bugs? Harumph. 21:14, 26 July 2012 (UTC)
  • Yeah it seems like a lot of these bugs (if not all) will have to be carried forward at least until the next snapshot. Not many were fixed yesterday, the deadline seems a bit too soon. --Spoke 23:06, 26 July 2012 (UTC)

[A] The y coordinates have 3 decimals instead of 5(I don't know if this is intentional) --Swekob 18:29, 26 July 2012 (Swedish time)

  • Had to be shorter because it now shows feet and eye levels. Why do you require further precision? Downgraded to annoyance -- Mustek 17:32, 26 July 2012 (UTC)
  • I read somewhere this was intentional, no real need for the extra decimals anyway. --Spoke 22:57, 26 July 2012 (UTC)
  • Coordinates should be rounded to the nearest quarter or so, all those flashing numbers make it hard to read. --Steve G. Wood 23:27, 26 July 2012 (UTC)

[A] Kinda always wondered why this is, but every time I log off from a game my achievements are reset. Never been able to get them all because of that.

  • I believe the offline achievements are stored in the Stats folder. Check if your file isn't corrupt. --Steve G. Wood 23:27, 26 July 2012 (UTC)
  • Whenever I create a new level, my achievements are reset for all my levels. --Acomputerdog 14:09, 27 July 2012 (UTC)


In-Game Interfaces/HUD


[X] [?] If you shift + left click a cooked or smelted item you don't get the experience orbs. –Preceding unsigned comment was added by (Talk|Contribs) . Please sign your posts with ~~~~

  • Can't reproduce. Orbs don't appear if you're close to the furnace, but it should still ring and add to your bar. -- Mustek 17:43, 26 July 2012 (UTC)

[X] You can't enchant anything between 21-29 levels with 15 bookcases. - ScreenshotxPaw at 13:23, 23 July 2012 (UTC)

  • The screenshot does not clearly demonstrate this as the player is in Survival and does not have enough XP for such enchantments. Please provide a better example. --Steve G. Wood 16:17, 26 July 2012 (UTC)
  • I've done more tests and am unable to repro either. Please show us a better example. Thanks, Nathan2055 17:31, 26 July 2012 (UTC)
  • Ew. Just place 15 bookcases around enchanting table, get 25 levels, and try to use them all at once. Highest available level will be ~20 at second row, and third one will be stuck at 30. – xPaw at 10:05, 27 July 2012 (UTC)
  • I can confirmed this, since the max level and enchanting were changed I have not had any enchantments between 21-29. I get 30 almost every time, however. --Acomputerdog 14:12, 27 July 2012 (UTC)
  • Same here. --Spoke 16:56, 27 July 2012 (UTC)
  • One way to fix this is to block off some of the bookcases with torches so they temporarily don't affect the table. -- 09:34, 28 July 2012 (UTC)
  • Suggested solution: Having the third enchantment clamp to the player's level instead of always showing 30. --Steve G. Wood 00:43, 29 July 2012 (UTC)

[X] macOS Hitting Escape, or alt-tab, will not always bring up the mouse pointer on screen; it sometimes stays hidden. Only tested on 10.7.4, with the older Lwjgl (not 2.8.4). --Keybounce 19:47, 27 July 2012 (UTC)

  • Not a problem in Windows. Added OS label. --Steve G. Wood 00:43, 29 July 2012 (UTC)

[X] Label "Rename World" doesn't change it position when changing HUD size. Screenshot --JakobekS 12:14, 29 July 2012 (UTC)

[X] When shift-clicking items to smelt into a furnace sometimes the number of items in the furnace gui won't update. After closing and reopening the gui, the number is correct. --Kumasasa 15:00, 29 July 2012 (UTC)


[A] [Cr] In the survival tab of the creative mode interface you can not shift click armor into armor slots. –Preceding unsigned comment was added by (Talk|Contribs) . Please sign your posts with ~~~~

  • Added annoyance picture. --Swekob 17:13, July 26, 2012 (Swedish time)
  • The Shift key already has a function, and it clashes in Creative mode. I suggest having the delete function be moved to a different key. --Steve G. Wood 16:17, 26 July 2012 (UTC)
  • Shift-click is set to delete in creative (left over from the old interface). I agree with Steve above, this needs to be moved. --Nathan2055 17:31, 26 July 2012 (UTC)

[A] When achievements get reset, you have to make a _WOOD_ sword, hoe, or pick to advance past the starting point. Please change this to _ANY_. --Keybounce 19:59, 27 July 2012 (UTC)




[X] /tell command is still missing. --Warr1024 15:03, 26 July 2012 (UTC)

  • /Tell isn't need so it isn't a bug, it's more of a annoyance. (Moved to Annoyance from Bugs) --Fluffyman24 15:27, 26 July 2012 (UTC)
  • A defective feature is technically a bug. Upgrading. --Steve G. Wood 16:19, 26 July 2012 (UTC)

[X] The server does not display a "user tried server command: cmd" message when a non-op user enters a command that is invalid or ops-only. This breaks server wrappers that depend on this as a mechanism for allowing non-op players to issue custom commands. Classified as a bug because it's a regression in a long-standing existing feature. --Warr1024 16:30, 26 July 2012 (UTC)

  • I noticed that yesterday. Testing in pre-release. --Nathan2055 16:55, 26 July 2012 (UTC)
  • The display in the client ("Unknown command. Type /help for a command list.") is fixed. Can someone test the server display? Thanks, Nathan2055 17:26, 26 July 2012 (UTC)
  • This bug was not related to the "Unknown command" display in console; I have been following this bug since 12w25a and was never aware of that having been an issue. The problem is that when an in-game non-op player tries a command like "/custom", no message whatsoever displays on the console, which is a regression from v1.2 and earlier behavior. --Warr1024 17:29, 26 July 2012 (UTC)

[X] Commands entered with all caps (/KILL) don't work. However, commands in all lowercase (/kill) do work. --Nathan2055 17:28, 26 July 2012 (UTC)

[X] "seed" command issued to the server console (i.e. not as a player) does not work; it says "You must specify which player you wish to perform this action on." Unless an explicit seed was specified in the file, a server administrator cannot find out the seed to his/her own world without logging into the game, or using an NBT tool. --Warr1024 19:17, 26 July 2012 (UTC)

  • Issuing the command "seed Player" when player "Player" is logged into the server will also produce the same error message, instead of either displaying the seed, or telling Player the seed, contrary to what the error message implies. --Warr1024 19:32, 26 July 2012 (UTC)

[X] In the 1.3 prerelease, on Mac OS X 10.8 (hasn't been reported/tested on other platforms), clicking the "delete"(backspace) button deletes the whole word instead of a letter or space. - [July 26, 4:00 PM EST]

[X] The say command in the server console does not return in the console (i.e. the message displays ingame but not on the server log itself) -Freddie711 20:49, 26 July 2012 (UTC)


[A] macOS When I type in /tp then my username and the location of where I want to teleport to, it will just say player not found. I don't know if it is just my computer, or if it is a bug. Have not tested on any other device but my Mac. SpyGreen 16:59, 27 July 2012 (UTC)

  • It's interpreting the coordinates 1,6,160 as a destination player. To specify co-ordinates separate them with spaces, such as /tp jlc995 1 6 160. ---Jovet 09:55, 28 July 2012 (UTC)
  • Thanks, I will remove it then.-- 13:31, 28 July 2012 (UTC)

[A] /time set x command resets lunar phase. --Ghenoroc 13:01, 28 July 2012 (UTC)

  • Well, of course, lunar phases are a multiple of the game time. If you set the time to a number smaller than 24000 you're effectively resetting to the first day. --Steve G. Wood 19:43, 28 July 2012 (UTC)

Language/Text Files



[!] You cannot use polish letters: ąężźćśńł. Only "ó" is allowed. This bug is on all versions of Minecraft. I hope you will fix this, because it is very annoying in multiplayer chat. --velvetpro 22:02, 28 July 2012 (UTC)

[X] There is a bug in one of splashes:

From list of splashes:

292 Cześć Polska! Polish for "Hello, Poland!". This is grammatically incorrect, as the actual version should be "Cześć Polsko!".

--velvetpro 22:02, 28 July 2012 (UTC)

[X] When putting a music disc into a Jukebox it says ~"Now playing...." in all languages and when you are in the Game menu it says "Game menu" in all languages and when you look at your achievements it says "Achievements" in all languages. --Swekob 18:04, 26 July 2012 (Swedish time)

  • Confirmed. Someone needs to log into the translation program and fix that. --Nathan2055 17:24, 26 July 2012 (UTC)
  • Problem in the code, not the community translations. -- Mustek 17:34, 26 July 2012 (UTC)

[X] Can't make the € sign in Minecraft chat, instead it shows something like this: [pad] (To reproduce press Ctrl+Alt+5) –Preceding unsigned comment was added by (Talk|Contribs) . Please sign your posts with ~~~~

  • Confirmed. Chat generally doesn't seem to be able to handle "special"/Unicode characters well. Greek doesn't work here at all for example. Really sad... -- 22:16, 26 July 2012 (UTC)

[X] The "Snooper Settings..." text is not translated.-- 15:01, 27 July 2012 (UTC)


[A] Minor typo in the server error thrown on bad recipes: "Invalid shapeless recipy!" --ABrightmoore 06:08, 27 July 2012 (UTC)