Issues/Weekly 12w19a

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[!!] macOSFor the last four dev builds (ever since 12w16a) after about 5 minutes of being connected, the server disconnects the client and creates a crash report. After this, the server becomes unresponsive over the network, but still responds to console commands.

  • I also consistently get a disconnection after about five minutes, but on my iMac (2.5GB 2.16GHz Intel Core 2 Duo running OS 10.5.8) it's harmless. I can just reconnect and continue. 18:35, 10 May 2012 (UTC) My "Relevant Details" (cut and pasted from a different crash) are:

[!!] When you die from a dispenser then the game crashes. Dinnerbone had fixed this in Bukkit by making it say "shot by Herobrine", but no fix has been added to vanilla. TorchicBlaziken 01:12, 15 May 2012 (UTC)

[!] [SP] When attempting to enter a world it displays the following text: "Failed to connect to the server Connection refused:connect" ~Flyingwalrus33

  • Usually that issue is accompanied by an error report logged in your .minecraft/server folder either in a server.log file or in its own file. Could you check for it and post it here? Mojang said they had fixed this issue so its probably quite important. --Mattrition 08:33, 11 May 2012 (UTC)
  • They need to change server so players can join before it has loaded/generated level. I think what happens is it tries to connect before loading/generating is done. -- 10:02, 12 May 2012 (UTC)

here is my report

[!] [SP] Windows There is an allocation bug between the client and the new "Listen" server. Allocation of Ram can be applied to the client without any problems.. The real problem is that the allocation is not bound to the "Listen" server. Whenever you enter the new Singleplayer and the "Listen" server is started up, (If it was run from command line) it will display the error message of "[Warning] To start the server with more ram, launch it as Java -Xmx1024M -Xms1024M -jar minecraft_server.jar" Then the following messages might be displayed. "[WARNING] Can't keep up! Did the system time change, or is the server overloaded?" Therefore, users may experience unnecessary server sided lag which can be prevented. A simple fix, if possible, would just be to bind the allocated ram to the "Listen" server as well. Dedicated servers work as normal with/without allocation. --JDos17

[X] Because of the new SP-Engine, it's not possible to convert a world from MCRegion to Anvil, I got this when I tried to convert (it's not a crash)

. Before test it with a error bat, I got a crash... --Galaxy_2Alex (Talk)

  • The above error most definitely does not have anything to do with world conversion. It rather means that there still is a server running (or you have another program listening on that port). Gitterrost4 19:33, 19 May 2012 (UTC)

[X] [SP] Because of the new SP-Engine, it's possible to save different locations for each account in SSP map. Connecting secondary account whilst the primary account is already connected to SSP map causes secondary account to gain primary accounts location and inventory, and after a while the primary account will be disconnected. Baabenchier 21:02, 20 May 2012 (UTC)


[A] macOS When playing Minecraft on a Mac, the Minecraft server shows up on the dock as a generic Java program named "net.minecraft.server.MinecraftServer". TorchicBlaziken 20:47, 10 May 2012 (UTC)

[A!] The Singleplayer mode acts as multiplayer without other players; therefore if there is no internet, you can't connect.Cube1234567890 20:26, 12 May 2012 (UTC)

  • Not an annoyance. You can connect without Internet. See Tutorials/Setting_up_a_server -> How do I play on a LAN without access to the internet? Vote for remove. --Kumasasa 06:15, 24 May 2012 (UTC)

[A] On slower desktops and laptops, a server-side texture pack could cause lower framerate.

  • Not an annoyance. You don't have to install the texture pack, it's an option. And there's no difference to a client-side texture pack. Vote for remove. Get a new PC. --Kumasasa 06:21, 24 May 2012 (UTC)




[!!] If you shot an Ender Crystal it sometimes freezes the game and then throws a readTimeout error. Some Crystals can be shot and explode normally, others will always lead to a freeze. When you close and re-enter the game again lots of enderdragons appear. As stated below, this happens when two ender crystals are so close they trigger a chain reaction when one of them is destroyed. In these cases the end becomes unplayable.

  • Interesting. Someone paste a crash report! --Mattrition 08:48, 17 May 2012 (UTC)
  • First crash
  • Second crash, already multiple dragons, same crystal shot
  • I did some specific testing and narrowed it down. The server crashes when two (or probably more) crystals are so close together that they create a chain reaction. Shooting one triggers the visual explosion of the other and crashes the server. Then all mobs on the client freeze until the timeout makes the client quit. (bytemage)

[X] You can only shift click bottles into the first two slots in a brewing stand. You should be able to recreate it simply by trying to shift click three bottles into a brewing stand -- 22:20, 22 May 2012 (UTC)

[X] [SP] Time occasionally slows, including mobs, etc. When it does, it takes around 5 seconds for a mob to take damage when hurt. It takes 5 seconds for the player to take damage when hurt. Also, there are 2 bars out of 5 when viewing the list of players in singleplayer. SingleplayerLagIsAnnoying.png (Radionactive 00:55, 16 May 2012 (UTC))

  • You are literally just describing lag. --Mattrition 09:28, 16 May 2012 (UTC)
  • I see. When I start the game via a command-line, I see a new "Can't keep up!" message every 3 or so seconds. No errors, or anything. I always have this issue when I host a multiplayer server, and I was surprised to see it on singleplayer. I've tried dedicating more and less RAM to the game, but 2GB or 512MB were as far as I took it, neither having any effect on performance. (Radionactive 19:53, 16 May 2012 (UTC))

[X] [SP] Boats fall slower than in 1.2.5. This bug was also in 1.2.5 SMP.

[X] Time does not pause in Single Player when using the console or main menu. --Techokami

[X] When the Bonus Chest is enabled, if Minecraft populates that block space with another block, the chest is destroyed and the items in it become drops. This is especially susceptible to snow cover and jungle undergrowth. I can't give you a seed, because the f3 feature shows seed no longer

  • I'm not able to check if it still works, but the seed "walruswalruswalrus" used to be a good example of a snow biome preventing chest placement. --Mattrition 10:42, 11 May 2012 (UTC)
  • Bonus Chests also don't always spawn all four torches when potential spot is occupied or is lacking a surface below it. --Breyyne
  • "Torchwood" Large Biome seed gives example of both instances.

[X] When spawned on ocean biome you spawn in the bottom of the sea --Jimakis98

  • Upgraded to bug. Pretty sure this is not supposed to happen. --Trinistr

[X] The "Logoutivator" bug: it is possible to teleport the player from the caves deep below all the way to the surface using a trapdoor. All that is required is to put a trapdoor at the waist level in a room with two high ceiling, open it, step inside, close it and log out while player is "inside" the trapdoor. Logging back in, the player will be teleported to the first empty space above the ceiling, which is usually the surface of the world. This was previously a bug only encountered in SMP, but now it can be reproduced in single player as well. --Kcin 19:59, 11 May 2012 (UTC)

  • This also happens when using sand/gravel, or doors, or any other solid block. Calinou - talk × contribs » 21:24, 11 May 2012 (UTC)

[X] If you play offline and you enter your single player world, your inventory and spawn will be reset. --Kcin 12:11, 13 May 2012 (UTC)

  • It won't be reseted. Since SP is a local server if you are not signed in, Minecraft thinks that you are some random new player because it see you like player not your MC nickname. --Wylify 06:52, 19 May 2012 (UTC)


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

  • Use a level ~30 enchantment. You'll get stuff like Fire Aspect, although not as high-leveled.
  • The solution is not to go lower for enchantments. if so, there's no point in the higher enchantments. --Kizzycocoa 23:11, 10 May 2012 (UTC)
  • The solution is to make the enchanting system not act like a game of chance. If you have to work for something it should be rewarding, at least in a game.

[A] Books on enchanting tables no longer seem to open when you walk toward them -- 22:20, 22 May 2012 (UTC)

[A] The enderdragon attacking as soon as you enter the End is extremely unfair, especially when playing on hardcore and spawning off the main landmass. Before you have time to orient yourself and build a bridge you are very likely pushed of the spawn platform and dead. For a hardcore game there is no more frustrating end than being killed by plain bad luck. The enderdragon should turn hostile only as soon as you hit him or any of the endercrystals and maybe any of the Endermen. That way you'ld have a chance for a fair fight even when spawning in a bad location.

[A] Apart from the enchanting systems randomness, making xp needed for levels increase linear would remove the need to grind to the exact level you want to enchant something with, and make enchanting something you can do after exploring/fighting for some time and then spend the levels on more than one enchant. At the moment not spending the full amount of xp you accumulated is just stupid, making the random levels of the three available enchants just annoying as you have to "reload" until you get one at the max possible level. But this is really just secondary to the frustration of the randomness of enchants.

[A] Pick block doesn't select water buckets when the player picks water. Also for lava. Instead, it picks the block the player is looking at though the water, if it is close enough to be picked.

[A] Flaming arrows do not create fires on wood, activate TNT, or burn the player when the rested arrow is stepped on.

[A] Players can never see their score unless they die.

[A] As has been witnessed in older versions, if you increase your flying altitude until you come into contact with a ceiling, you can move freely about the space. If, however, you fly to an area with a higher/no ceiling (whilst maintaining the same altitude), you cannot fly back into that lower area without lowering your altitude (as it believes that the player is coming into contact with the side of the block above). This is particularly frustrating when exploring caves or building underground.

[A] Iron armor is way overpowered and imbalanced: without armor you're useless, with you're immortal against mobs. It takes away a lot of challenge from the game. Diamond armor is even more overpowered, but it lasts too short to be useful.




[X] Although it has been marked as fixed, redstone updates still don't propagate through unloaded chunks.

[X] Redstone can be placed on Glowstone again, but they forgot to make it so that you can place stuff like levers and buttons on Glowstone again.TorchicBlaziken 01:22, 20 May 2012 (UTC)

[X] If you sleep in a bed with an inverted staircase above, when you wake up you can clip (harmlessly) into the staircase block. (I was using stone brick stairs and a ceiling height of 2 at the edge of the room, 3+ in the middle. Bed at edge of room.) 23:45, 10 May 2012 (UTC)

[X] (SSP) Sometimes, when pistons move too fast like in a BUD switch, the block seems to be on the retracted piston but serverside is pushed away. When relogging you can see the real block. This can get you stuck until relogging if you walk over the invisible block.

[X] [?] Sometimes, when piston moves sand blocks (or any other gravity affected blocks) fast, like in Block Detector-switch, a block (sometimes multiple blocks) will stay floating in mid air instead of falling down. This block acts like glass, so redstone signal won't go through it. If that block gets an update or one relogs, it will disappear. Rarely even block update won't affect it. [1] Baabenchier 02:48, 24 May 2012 (UTC)

[X] [?] macOS Normally, when you place a block, you place a block. I've just started noticing that if you place a block close in front of you (possibly inside one block's range), you place it and pick it up again in the same instant. I've seen this for sure with stone, glass panes, fences, and a bucket of water. When I did it with the bucket, the bucket graphic changed to empty, and the water disappeared without trace - no flowing water in the world at all, although it still repelled a hostile Enderman. But right-clicking retrieved the water from whatever limbo it was in, possibly only because I hadn't moved in the meantime. The water symptoms seemed a bit like server lag, but I'm playing single player, and no matter how long you wait the water never shows, even though you can retrieve it by right-clicking in/on the right place. 13:17, 13 May 2012 (UTC)

  • Since 12w18a Singleplayer IS Multiplayer... <MCKMan> 05:04, 17 May 2012 (UTC)
  • I know that. The point I was trying to get across was that this is the only occasion - and it is pretty specific - under which I've ever seen laglike symptoms. So it's unusual enough to be worth mentioning. -- 11:47, 17 May 2012 (UTC)

[X] If you put a block on a grass block in a jungle biome near the coast, the grass turns into sand when you remove the block placed on it.

  • This is likely the World Generator bug mentioned below (about trees and generated structures); beaches are actually special biomes that overwrite existing terrain, and a world generation bug causes terrain to appear as it was originally until blocks are updated or you disconnect/reconnect. 18:53, 19 May 2012 (UTC)

[X] Blocks placed in empty chunks in the end are invisible until reconnecting.

[X] Cocoa beans will not always be destroyed by pistons that "slide" past the cocoa plant. To reproduce create a wall of jungle logs and have pistons push the wall upwards or downwards with cocoa plants attached. Some of the plants will pop off some will stay when the pistons are activated. The plants that are on chunk boarders tend to stay.


[A!] Lighting of upside-down slabs is still wrong. - Mustek 23:18, 20 May 2012 (UTC)

[A] wooden stairs blocks are still only available in the original wood colour, and don't have matching counterparts for the other types of wood like halfblocks do

  • That is on the Upcoming features page (under 'Eventual Features, Items, and Blocks'), so it should come someday. 23:05, 14 May 2012 (UTC)

[A] It is too hard to open Iron Doors. Using a button only opens them for a small period of time in which many players do not have time to get through the door. Using a lever doesn't help because you can't close the door on the other side. Using a pressure plate is the fastest and easiest way to open an Iron Door, but non-player mobs can activate it. TorchicBlaziken 22:43, 15 May 2012 (UTC)

  • There are solutions out, like this: watch?v=nL-cAeCj2Zk (YouTube) but I do agree, it is annoying. --Thtredstonegui 09:13, 20 May 2012 (UTC)

[A] Moss stone retains the Cobblestone texture pattern from before 1.7, clashing them slightly when placed together.

[A!] The golem recipes do not care whether the blocks are freestanding or part of a larger structure, so structures made of iron or snow blocks can be griefed by Endermen placing down pumpkins. TorchicBlaziken 01:11, 22 May 2012 (UTC)




[X] [?] Crafting a map results in a map_0 heldplayer 18:07, 10 May 2012 (UTC)

  • Not really sure but doesn't that classify as a fundamental part of the game not working? I will comply if it isn't though heldplayer 13:13, 11 May 2012 (UTC)
  • What exactly do you mean? The first map you create is supposed to be map_0, the second is map_1, etc... Regdoug 22:00, 12 May 2012 (UTC)
  • I tried crafting multiple maps, they all ended in a map_0 heldplayer 16:31, 13 May 2012 (UTC)
  • I suspect user error: maps auto-draw themselves centred on the crafting table where they were created. (You also have to have them as the selected in-hand item to actually make them auto-draw.) If you created several at once, they'd all be centred on the same spot, so in single-player the duplicates aren't much use. But place crafting tables in a series of new locations, create maps there, and you should get map_1, map_2 and so on. [Late Edit: Also, if you shift-click when completing crafting the map, apparently that always gives clones of map_0 too. That's a known quirk of the system, (which I'd class as a bug, personally) but you don't mention shift-clicking in your report.] 12:47, 14 May 2012 (UTC)
  • Can someone confirm that his works as stated? If so we can remove this report --Mattrition 09:35, 16 May 2012 (UTC)

[X] Maps don't always completely redraw. I now have a map with three brown lines marking unexplored territory that will not refresh even when I move right over them.

Part of map refusing to refresh

After logging out and in again, those three lines stretch the height of the map. and refuse to redraw even when you move over them. --Simons Mith 22:50, 20 May 2012 (UTC)

[X] The directional arrow on maps is misaligned. For example, when facing north, the arrow will point north-northeast. TorchicBlaziken 21:04, 10 May 2012 (UTC)

[X] Books seem to have new limitations on spacebar and enter usage, reducing the ability to be creative within them.

[X] The section sign (§) cannot be typed into a book even with the proper shortcuts, and must, annoyingly, be pasted in from the clipboard. (The section sign is used for color codes.) TorchicBlaziken 20:38, 15 May 2012 (UTC)

  • The section sign cannot be typed even with a German keyboard where the section sign is directly accessible with ⇧ Shift+3. --Kumasasa 17:08, 19 May 2012 (UTC)
  • I think Mojang should add ASCII code support in Minecraft... <MCKMan> 07:53, 13 May 2012 (UTC)

[X] If one drops a block/item then builds with a transparent block (glass, leaves, farmland...) on the dropped block/item, the drop will be pushed upwards, but cannot be collected. --Calinou

[X] Sometimes, dropped items/blocks turn invisible. --Techokami

  • Upgraded to minor bug. E-102 Gamma 21:35, 10 May 2012 (UTC)
  • I've seen items disappear here too. Dropped some beef, logged out, logged in again. Food missing. Moved a few metres to check. Logged out and in again, and the food reappeared on its old spot. --Simons Mith 22:50, 20 May 2012 (UTC)

[X] Arrows jump to the top of a block on impact, sometimes making it impossible to collect the arrow. - Mustek 14:22, 10 May 2012 (UTC)

  • Upgraded to minor bug. E-102 Gamma 21:36, 10 May 2012 (UTC)
  • This is related to the local-hosted server transition, this always occurred on servers. Is still an annoying bug. 23:49 10, May 2012(UTC)

[X] Water sometimes will not appear when poured from a bucket in survival. I also see this with lava. The lava usually does appear in the world for a brief instant before vanishing, whereas water only appears sometimes. Clicking again on the same spot without moving retrieves water even if invisible, but not lava. This seem to occur most reproducibly deep underground. On the surface, water can be placed just fine. Finally, sometimes when water is placed underground it does appear, but it just sits there and doesn't flow, or the flow doesn't shut off when you retrieve the source block. y=12-13 appears to be the key level to look at. It's like there are two types of water and lava. Collect the from level 12-13 or below and you have phantom water/lava that disappears (permanently) as soon as you try to place it, use it, move it about your inventory etc. 'Real' water and lava still behave oddly if placed at or below level 12-13, but they will behave more-or-less normally if placed above that level.

Non-flowing water at the lava layer

-- 16:28, 18 May 2012 (UTC)

[X] macOS If you put lava in a bucket, then immediately move the lava bucket to another slot in your inventory, the bucket reverts to empty. Can also trigger with water buckets, and if you have multiple buckets, moving one may cause them all to empty. PS since mucking about below ground (see bug above) my water-placement problems are now spreading to the surface as well... -- 18:16, 15 May 2012 (UTC)

[X] [?] In the latest snapshot (12w19a) mushrooms cannot be placed or turned into giant mushrooms, even at night.


[A] When destroying a block with 0.0F of hardness, it still deducts durability from your sword or tool. These are blocks such as torches, tall grass, flowers, saplings, mushrooms, and crops. This makes it so that you always have to switch to something else before breaking these blocks or else your tool or sword will suffer needless damage. Usually, this is just a minor nuisance, but it gets extremely annoying when there is a chicken in tall grass and you want to kill it. You can't just use your bare hands because then you wouldn't kill it in one hit, and the chicken would run away. Also, the chicken is one block tall so you often accidentally use it on tall grass, wasting your sword. It doesn't cost durability to put out a fire, so why should it cost durability to break something that you could destroy instantly with your bare hands?TorchicBlaziken 20:47, 10 May 2012 (UTC)

[A] The growth rate of Cocoa Beans is too overpowered: I got in 45 minutes 2 and a half stacks out of only 9 beans. --Galaxy_2Alex (Talk)

[A] The maps fill very slow when exploring new areas.

  • This doesn't seem like a bug to me, more of an annoyance. downgrading. Regdoug 22:00, 12 May 2012 (UTC)

[A] The section sign cannot be pasted onto Signs, with no apparent reason.

[A] Using the Pick block button, the player can obtain End Portal frame and portal blocks themselves, even Nether Portal blocks, which for some reason cannot be placed directly next to each other or they will disappear. (Should this go in the blocks section?)

  • I think it belongs to (in game) interface. Please delete my comment if decided to move :) -- 14:42, 18 May 2012 (UTC)

[A] When bone meal is applied to planted cocoa beans, the plant matures, but if the player is holding down the mouse button, bone meal can continued to be applied, although it doesn't affect the cocoa bean plant. Inconvenience occurs when the player is growing multiple cocoa bean plants and is growing them all with bone meal to quickly harvest a lot of cocoa beans, and bone is used up much quicker than necessary.

  • This also happens with other plants. 19:00, 19 May 2012 (UTC)


World Generator


[!] When going into the End in Large Biomes it is completely empty. TorchicBlaziken 22:55, 12 May 2012 (UTC)

  • Tried in Creative SP, seed "0", worked fine. What seed you used so we could figure out if its because of certain seed? Baabenchier 23:08, 23 May 2012 (UTC)

[X] Extending Abandoned Mineshafts generates new support structures & cobwebs, many of which often are destroyed w/out interference soon after generation. screenshots

[X] Just like abandoned mineshafts were before the floors were implemented, strongholds generate weirdly when they cross a ravine. The seed -623160645725253637 is a good example of this with a stronghold in a hole close to spawn which crosses an underground ravine. TorchicBlaziken 22:00, 4 May 2012 (UTC)

[X] Patches of ground tend to render without snow or vegetation on them. This screenshot shows a snow-less/tree-less line in a taiga biome (Big biomes). The objects are actually there server-side, since walking across the patch causes the player to glitch out Mustek 14:15, 10 May 2012 (UTC)

  • Maybe a monster went through the Taiga biome? Lol, probably a bug in the coding of world generation. --Firefox4 18:54, 10 May 2012 (UTC)
  • Looks like a bug to me. Upgraded. E-102 Gamma 21:39, 10 May 2012 (UTC)
  • Had the same issue on a local SMP server in a jungle biome. Reconnecting fixed this, so I think this may be caused by the world being send over the network before trees, snow etc. generate. Note that in the "gap" also the trees seem to be missing, but they are still there because when you walk into them, you glitch out. There are even some half trees on the border of the gap. -- JonHa97 05:00, 11 May 2012 (UTC)
  • Excellent deduction! I've updated the bug to be more general. --Mattrition 10:47, 11 May 2012 (UTC)
  • This can also happen with NPC villages, leaving structures half covered in the original terrain. Right-clicking the side of a block will update it and the block between you and it to what's actually there. This seems to be a multiplayer bug from 1.2.5 (seen it with nether fortresses with gaps filled with netherrack that went away on block update, and to other clients were not gaps) that crossed into singleplayer. 18:43, 19 May 2012 (UTC)

[X] Some leaves in forests and jungles decay without any wood being removed, likely due to being generated outside of the range of wood. 01:31, 20 May 2012 (UTC)


[A] Deserts have an unrealistically large amount of lakes and rivers in them. They seem to have more lakes and ponds than any other biome. TorchicBlaziken 00:30, 11 May 2012 (UTC)

  • Agreed ! Missingno 26 10:04, 12 May 2012 (UTC)
  • They also can generate directly next to any other biome. This is even more anoying now with large biomes, as Taiga and Desert can actually wrap around each other for a distance longer than you can sprint in a day and a half (ingame time). 18:43, 19 May 2012 (UTC)

[A] Oceans can be ridiculously long, at times you can travel over 30,000 blocks in a straight line without hitting anything larger than an island. Considering how useless the ocean is compared to land, I think this is a bit ridiculous and wastes hard drive space on chunks that will be underused. -- 03:32, 16 May 2012 (UTC)

  • I've come across this repeatedly, it may be somewhat like the old endless mineshafts problem, because the oceans never ever seem to end. So this may actually be a bug.




[X] The hitboxes on large slimes are too small. this makes them incredibly hard to kill with a sword(they can kill you just as easily as they could before), but a bow will kill them fine. The hitboxes on the medium and small slimes are fine though.

[X] The Ender Dragon will deal collision damage to Endermen in the End. When this happens, the Endermen will become angry at the Ender Dragon and chase her around but be unable to hurt her. This can be fixed by making it so that if an Enderman's damage source is the Ender Dragon, it won't get angry. TorchicBlaziken 22:07, 15 May 2012 (UTC)

[X] The tail joint on the Ocelot model is wrong. Jon pointed it out in his Reddit AMA and he wants it to be fixed. TorchicBlaziken 21:30, 12 May 2012 (UTC)

[X] Passive mobs can move about while sunk into the ground, before popping up again after a few moments as if nothing untoward had happened. Seen so far with chickens (I think), adult pigs, baby cows.

The new mole-cow mob! 00:11, 11 May 2012 (UTC)

This is common with NPC villagers of all types as well. 18:49, 19 May 2012 (UTC)

[X] Passive mobs are ridiculously aquatic. I bred a moderate number of cows, sheep, pigs and chickens (30-40 or so) and left them to their own devices on a smallish island. (About 50x40 blocks in size, just inside an ocean biome). After a time I found that at any time around 90% of the mobs would be swimming about in the sea and only 10% of them would be wandering on land. The other way around would be fine... 22:42, 10 May 2012 (UTC)

  • I am almost positive this is just the mobs randomly moving around. Because you only had a small bit of land and a lot of water, they simply formed a uniform distribution from the point where you kept them. Vote to remove. --Mattrition 08:37, 11 May 2012 (UTC)
  • See Talk. I'm pretty darn sure this is an unintended bias in the mob movement algorithm. 11:54, 11 May 2012 (UTC)

[X] Mobs when crowded seem to glitch through walls and fences. This is especially noticeable when you have a small fenced area filled with cows (or sheep). Occasionally you will notice cows out of their pens. Also, logging out while mobs are glitching through walls may cause them to take damage. It is often noticeable that cows are missing and there is beef and leather on the floor inside the cow pen. This was previously a bug only encountered in SMP, but now it is quite annoying in single player as well. --Kcin 19:56, 11 May 2012 (UTC)

  • this bug has been around way to long! I love you if you fix this jeb/dinnerbone

[X] When the player logs out, all entities will dismount the entity they are currently riding. TorchicBlaziken 21:25, 12 May 2012 (UTC)

[X] Entity collision does not take into account the dimensions of the entity who is riding it, meaning that spider jockeys and players in minecarts can fit into one-block-high spaces but suffocate. TorchicBlaziken 21:25, 12 May 2012 (UTC)

[X] Frozen creeper . i know when i enter the world again it fixed its self. it was hard mode single player mac.

[X] Endermen don't teleport away, when hit in their feet.

[X] Zombies don't retaliate when shot by skeletons. -- 14:14, 22 May 2012 (UTC)


[A] The missing collision between players is rendering my one-person-at-a-time entrances to stadiums and some other stuff completely useless. - Floedekage

  • Not to mention it completely ruins some PvP games, like "King of the Ladder". Quite annoying. --Kcin 20:41, 11 May 2012 (UTC)

[A] Mobs and other living entities do not suffocate in lava because the oxygen meter doesn't take effect. This can be noticed when under the effects of a Potion of Fire Resistance, or on Nether mobs. TorchicBlaziken 20:47, 10 May 2012 (UTC)

  • That has always been the case, (temporary) downgrading to annoyance. 18:03, 13 May 2012 (UTC)
  • I don't think that always being the case makes it not a bug, it just makes it an oversight that has been in the game for a very long time. TorchicBlaziken 21:27, 13 May 2012 (UTC)

[A] Endermen are occasionally exceptionally hard to kill because they teleport a lot, their health is high, and you may or may not even get an Ender Pearl.

  • Actually it's other way around. Endermen are too easy to kill. All you have to do is attacking their feet. Btw: Endermen are meant to be hard to kill.

[A] There are very few mobs spawning. I built a mob trap underground, filled all caves underground with torches (checked with 3rd party program that I didn't forget about any cave) and there were no mobs spawning. Yes, there spawned two spiders. Once. While the trap was running three days. I was far from the trap so I didn't block spawning. So were all spawnpoints. Why are there so few mobs? I think this is very annoying. I don't even find any mobs on the surface.

[A] Skeleton are much stronger than any other mobs. They can shoot very quickly, they don't have to draw their bows and they don't even have to face you to shoot!




[!] "Phantom" skylight occurs in places where there should be complete darkness. This breaks many maps that many people consider fun and it looks awkward when a zombie starts to combust in a cave. This bug has existed ever since anvil was created. You should be able to reproduce it by building a light blocking structure high over the ground.

  • I should point out that there's actually a mod that fixes this bug, so at least we know it's possible to fix. TorchicBlaziken 20:31, 11 May 2012 (UTC

[X] Special monster animations are missing. (Magma cube's springy jumping, endermen's mouth and shaking) - Mustek 14:20, 10 May 2012 (UTC)

[X] Some item textures are offset, such as steak, raw beef, cactus green dye... --Calinou

[X] Many items textures is 1-3 blocks up like it is in older versions --Jimakis98

[X] Connected ice texture problem (has some very very light blue strips)(with fast graphics) --Jimakis98

  • For some reason those light blue strips indicate the chunk borders. <MCKMan> 14:29, 22 May 2012 (UTC)

[X] A torch placed at the top of a vertical shaft will be dark in that block space. This bug has existed since Anvil. TorchicBlaziken 21:56, 12 May 2012 (UTC)

[X] Player's custom skin reverts to default "Steve" skin after dying—asmcsl

two examples of a lighting glitch found in 12w19a (default)

[X] A fairly common lighting glitch that incorrectly illuminates a few blocks is much more recurrent in 12w19a (default) . --tikex

[X] When there is a thunderstorm in multiplayer the sky does not darken. heldplayer 13:22, 11 May 2012 (UTC)

[X] When rain/snow starts, then no starting animation is done. For reference, in single player downfall starts by slowly fading in. The same applies when weather stops. heldplayer 13:22, 11 May 2012 (UTC)


[A] The glistering melon texture is horizontally flipped. --Calinou

  • This is intended. Donwngrading to Annoyance. <MCKMan> 19:06, 10 May 2012 (UTC)
  • Intended? Proof, please. :P Calinou - talk × contribs » 21:27, 11 May 2012 (UTC)
  • It's flipped so it cannot be confused with the regular melon. 22:05, 11 May 2012 (UTC)

[A] Stairs placed in f: 1-3 direction have textures misaligned by half of a block. Stairs placed in f: 0-2 direction have properly aligned textures. This is easily noticeable by examining the stone brick stairs, due to their regular texture, but it is the case with all stairs, just not very noticeable on wooden and cobblestone stairs. It is an old bug. --Kcin 20:09, 11 May 2012 (UTC)

  • Not a bug. The stair textures act like the textures on a block. Imagine doing this with actual Stone Bricks. It would look weird if ALL the blocks actually faced the direction you placed them from. They would look tiled and ugly. Looks like an Annoyance to me. Downgrading. <MCKMan> 08:05, 13 May 2012 (UTC)

[A] The fishing rod is flipped by the coding when held. It should be rotated in the items.png as it looks weird that way. <MCKMan> 19:25, 10 May 2012 (UTC)

[A] Shears should probably be horizontally flipped in hand (so you're not cutting/shearing things with the blunt edge). --Calinou

  • Use an image editor to flip the shears in items.png. It's not that hard you know? <MCKMan> 10:07, 11 May 2012 (UTC)
  • Not everyone wants to use an image editor you know. 14:38, 11 May 2012 (UTC)
  • Yeah, then the shears are also rotated in inventory... I don't want this. Calinou - talk × contribs » 21:27, 11 May 2012 (UTC)
  • I think this is a misunderstanding. The white end of the shear is not the blunt end (handle), it is the sharp edge. The two white thingies are the two iron bars sharpened, and they have a wooden handle. The shear design is based on sheep shears, not on common scissors. Check picture: Sheep shears --BlackGhost 12:09, 18 May 2012 (UTC)
  • They have never looked back to front to me. --Mattrition 14:12, 18 May 2012 (UTC)

[A] Squid have odd animation and movement; they twitch and change direction wildly, sometimes going in the wrong direction from where they are facing. --Techokami




[!] [?] Lava doesn't make any sounds. Baabenchier 22:29, 20 May 2012 (UTC)

  • Same with water. Baabenchier 12:00, 21 May 2012 (UTC)


[A] The eating sound is not played when eating Cake. This isn't a multiplayer bug, it was always this way. TorchicBlaziken 01:49, 12 May 2012 (UTC)

  • You don't eat cake the same way. Not a bug. --Moxxy 18:22, 13 May 2012 (UTC)
  • OK, then I'll move it back to annoyances. Someone else must have moved it to bugs. TorchicBlaziken 21:28, 13 May 2012 (UTC)
  • It was probably moved to bugs because you hadn't tagged it with an [A] to start with. --Mattrition 08:49, 14 May 2012 (UTC)

In-Game Interfaces/HUD


[!] Shift-clicking a stack of any item/block into an Enchantment Table depletes almost the whole stack, leaving only one of that item in the Entantment Table while the rest is gone for good and impossible to recover. 09:04, 11 May 2012 (UTC)


[A] [SP] The seed is no longer shown in singleplayer. - Mustek 14:16, 10 May 2012 (UTC)

  • This is due to that fact that (technically) there is no Single Player in this snapshot. SP is now a locally hosted server, just like if you ran a server and connected to it on the same computer.
  • A good idea is that the op of the server could see the seed. --Snybi 15:26, 18 May 2012 (UTC)

[A] [SP] when in creative mode the xp bar is not visible but the level number is displayed. --tikex 7:07am, 12 May 2012 (UTC)

  • I believe this is intended, since levels don't matter in creative. - Mustek 12:50, 14 May 2012 (UTC)
  • I think the point is more that the level number is still displayed. --Mattrition 13:07, 14 May 2012 (UTC)




[X] You cannot rename single-player worlds in this snapshot. It will show the new name after you have renamed it, but upon restarting the game the name will have reverted to what it was previously. - Measly 23:57, 7:58, 10 May 2012 (UTC)


[A] When you have an item in your hotbar selected (other than the item in slot 1) and you enter the Nether, that item is no longer selected. It always defaults back to the item in slot 1. DetachableMonkey

  • Yeah... So? It may come in handy for some people.<MCKMan> 19:03, 10 May 2012 (UTC)
  • This is still a bug, don't be stupid about it MCKMan.--Newe6000 00:05, 24 May 2012 (UTC)




[X] macOS When playing Minecraft on a Mac, using Tab for commands doesn't work, and pasting with CMD-V doesn't work, either. (Although CTRL-V does.) Dinnerbone already knows about this but he can't test it because he doesn't have a Mac. TorchicBlaziken 20:47, 10 May 2012 (UTC)

  • The tab key only works in full screen mode. 17:00, 13 May 2012 (UTC)


[A!] If you ban yourself from a singleplayer world, you can't play ANY of your worlds. MarioLuigi2010 16:22, 18 May 2012 (UTC)

  • You can unban yourself by deleting the banned-players(or whatever that file is called).txt from the "server" folder. <MCKMan> 14:34, 22 May 2012 (UTC)

[A] commands don't work when it is in capital letters, i'ts just annoying that the command failed because i knocked the caps lock key. - Simonki2

  • That's the way, UNIX commands work. I think they just went with that. Gitterrost4 10:24, 19 May 2012 (UTC)

[A] when entering a command to give you 0 of an item as in /give <name> 4 0 then a ghost block will drop that cannot be picked up and will disappear at the same time as a normal drop would.

  • Why would you want 0 of an item in the first place?Cube1234567890 20:28, 12 May 2012 (UTC)
  • I was curious as to what it would do. nevertheless, it is a bug, and it is sort of annoying. legolover11--

[A] [?] The talk function no longer appears to be working in single player to allow the creative world to be switched from survival to creative from 12w18a update 21:06, 12 May 2012 (UTC)

  • ಠ_ಠ Are cheats enabled? <MCKMan> 07:48, 13 May 2012 (UTC)
  • Can anyone else confirm that this doesn't work? --Mattrition 13:10, 13 May 2012 (UTC)

[A] The section sign (§) cannot be pasted into chat, with no apparent reason given. Due to the new colour filters now in place, logically, this should now be allowed.


Language/Text Files


[!!] If you set the language to Español (Mexico) and click Opciones then Controles, the game crashes. This bug has existed since languages were first implemented. NetherrackCreeper (talk|contributions) 09:44, 12 May 2012 (UTC)


[A!] Russian language is far from perfect. - Preparing a good translation, and wants to help in future translations.

[A] There is a hyphen in the names of the wooden slabs that does not exist in the names of other wooden things. TorchicBlaziken 20:31, 11 May 2012 (UTC)

  • Discussion moved to Talk. (Current suggestions are 'make hyphenation consistent', 'rename Oak to Apple', and 'drop the word 'Wood' entirely, hypenated or not') 10:27, 12 May 2012 (UTC)