Issues/Weekly 12w24a

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[!!] macOS net.minecraft.server.MinecraftServer quit unexpectedly on new world generation. To recreate, use: level-seed=147

  1. Use the following file
  2. Start the server for the first time. Once it is done generating spawn, stop and start the server.
  3. Five minutes after server re-starts, it crashes with an Apple Problem Report
  4. Using the "nogui" flag does not prevent crash.
  5. It's as though AWT and the garbage collector thread are having issues.

–Preceding unsigned comment was added by Inertia186 (talkcontribs) at 07:50, 20 June 2012 (UTC). Please sign your posts with ~~~~

[!!] [?] Potential odd, but very serious crash. crashes ALL keyboard/mouse input, rendering the entire laptop/PC unplayable. game continues, while any buttons pressed remain pressed. Has only happened to me while playing Minecraft. Has only happened in a recent snapshot. I very rarely go in Singleplayer, so may or may not be multiplayer exclusive. while extremely serious, is fairly uncommon. I run a high-end Alienware laptop, so memory consumption is not a factor in my opinion. Can any other users confirm this is a Minecraft bug? --Kizzycocoa 21:08, 14 June 2012 (UTC)

  • Not seen so far with this snapshot. Anything else updated except Minecraft ? Yesterday was Microsoft-Patchday and Oracle issued Java 7U5 a few days ago... --Kumasasa 21:29, 14 June 2012 (UTC)
  • I've had this happen before than the 13th. I do not know of any updates other than snapshots that could have caused this issue. --Kizzycocoa 21:57, 15 June 2012 (UTC)

[X] Error messages in the console when players attempt to log into a 12w24a server with a 1.2.5 client.

  • This has always happened for every version of Minecraft. --easton39 11:54, 14 June 2012 (CST)
  • That may be a bug of the 1.2.5 client, not the 12w24a server. --Kumasasa 17:51, 14 June 2012 (UTC)

[X] macOS You can't use ⌘-Q to quit Minecraft. TorchicBlaziken 23:21, 14 June 2012 (UTC)

[X] macOS You can't use ⌘-V to paste text into Minecraft, you must use the Windows version instead. TorchicBlaziken 23:21, 14 June 2012 (UTC)

  • Few Java applications use ⌘ when running on a Mac.--


[A] Some systems may experience a FPS drop since 12w18a varying from 10 to 3 fps when in 1.2.5 average was of 10-30 fps (My system specs: 32-bit processor, less than 2 GB or RAM, 512 MB Video Card, Windows XP SP2). --Manuelschi 17:22, 14 June 2012 (UTC)

  • My Mac and Win XP systems that I used, experienced the "connect" bug at that time, when the server first came with the jar. That bug itself has been fixed, but later effects are still there, such as lag, the recent lag with the game updating the level, and "Can't keep up!" issues. Also, this issue is more persistent on farther renders. --Wormy14 11:14, 15 June 2012 (UTC)

[A] User death messages are displayed in chat but not recorded in the server.log file. This can make it tricky to settle disputes on vanilla servers. --Darkinnit 20:22, 14 June 2012 (UTC)

[A] The console is heavily spammed with "Can't keep up!" messages, with kilobytes of logging data, making up 99% of the console log, and making it necessary to offset the log to save the CPU (automatically). Occurs even on lowest renders, but more persistent on higher ones. --Wormy14 11:20, 15 June 2012 (UTC)

[A] Minecraft server was would previously not scramble, when no new properties were added by version upgrade. But now it scrambles them every time. (by scrambling i mean it clears all added new empty lines and comments) -- 07:41, 16 June 2012 (UTC)

  • This is just a guess based on my knowledge of Java, but first understand that .properties files have special ways to modify them via Java built-in libraries. Even if none of the properties has changed, the file will be re-written if the program requests a save. I think that because the server is now for singleplayer too Minecraft must expect that the properties may change due to singleplayer GUI so it requests a save, which changes the properties file.
  • Client could do that modifying before launching server. So when independent server is launched it does not happen, that is one I'm talking about. -- 20:46, 17 June 2012 (UTC)


[F] [!!] Crash report below.

  • Probably it's your Java version (I don't know if Apple provides more java updates to 10.5, for me on Lion, it does) -- 15:51, 14 June 2012 (UTC)
  • What caused the crash?? --Mattrition 10:52, 15 June 2012 (UTC)
  • Just started the server and waited for five minutes. This has happened for every version since 12w16a. --
  • Java 6 is OSX 10.6+, but Minecraft still supports Java 5 in the installation (though it may be buggy). --Wormy14 11:14, 15 June 2012 (UTC)
  • This is a duplicate error report, already fixed. /jeb_

[F] [!!] Crash when typing /time set day

--Manuelschi 17:47, 14 June 2012 (UTC)

  • The command is /time set [0-24000], but that crash shouldn't happen. -- Mustek 23:08, 14 June 2012 (UTC)
  • Minecraft automatically interprets "day" as 0, and "night" as 12500. --Wormy14 11:14, 15 June 2012 (UTC)
  • Probably a thread synch error. Changed so that the game doesn't crash any longer if the world session file is locked. /jeb_

[F] [!!] Minecraft crashes upon attempting to name a world CON, PRN, AUX, CLOCK$, NUL, COM1, COM2, COM3, COM4, COM5, COM6, COM7, COM8, COM9, LPT1, LPT2, LPT3, LPT4, LPT5, LPT6, LPT7, LPT8, or LPT9. (Windows only, may vary by OS) The reason is because you can't name a file that in Windows. Even so, it should be looked at. MarioLuigi2010 23:55, 17 June 2012 (UTC)

  • Thanks for the list! /jeb_

[F] [!!] A random crash after 5 minutes of being up. Happens on a pre-existing map. –Preceding unsigned comment was added by (talk) at 02:50, 19 June 2012 (UTC). Please sign your posts with ~~~~

  • Fixed by dinnerbone. /jeb_

[F] [!!] Windows Always when I'm push the open texturepack folder button minecraft freeze. I have to use the taskmanager to stop minecraft. Then the windows message appears java se binary don't react anymore (I think so, because my message is in german). This happens also in a new fresh installation of minecraft 1.2.5 and in all snapshots later. My system is Win 7 64 bit with the newest oracle java sdk 7u5 64 bit (not updated, new installed) and a fresh minecraft 1.2.5 installation. I have tested all java 64 bit versions since 7. Please don't write that it work for you, because I heard this before. I don't understand why this happens on my computer, I have a new Dell XPS Laptop and all programs fresh installed. --reptile311

  • As much as I'd love to help, I can't reproduce this on 1.2.5 or any snapshot that follows. I have a Dell Inspiron N5030 with Windows 7 Ultimate and Java JDK 7u5 64-bit. --CaMoreno3 16:45, 14 June 2012 (UTC)
  • Can it be a thing with the rights in Win 7? I have the minecraft launcher in a folder in the standard download folder from user (Hubertus, my username). Only the launcher .minecraft is in the roaming folder.
  • May be a rights problem. Well, my advice would be "Don't do that then", but seriously: Put all the stuff in the %appdata%/.minecraft folder and give it a try. --Kumasasa 06:56, 16 June 2012 (UTC)
  • I have tested it, didn't worked. --reptile311
  • Same happens here (Win7, i7 2nd gen, 6gb ram, java 1.7). -- Mustek 23:07, 14 June 2012 (UTC)
  • I have had the same problem (Win7, i5 2nd gen, 6gb ram, java 1.7). -- User:RadiantChaos/Sig 15:19, 15 June 2012 (UTC)
  • Do you all have admin rights in that texture folder directory or does have Java / The launcher admin rights to open that folder ? Does it work when the launcher ist started with "Run as amdmin" ? --Kumasasa 06:56, 16 June 2012 (UTC)
  • I have tested it (run as admin), it is the same as above. It is equal which launcher I use (original or magic). I have all rights in the folder (full access, windows says I am the owner). If the launcher or java have full access, I don't know and I don't know how to verify it. --reptile311
  • Do you have any non-texture pack related files in the texture pack folder? Do you have any texture pack folders that contain mods? Are you trying to use an hd texture pack? The reason i ask about the mods is because any mods made for an earlier version of minecraft wont work and will crash the game. The reason i ask about the hd texture pack is that minecraft could be trying to load a texture pack that was made for an earlier version and the snapshot isnt patched for hd textures. --shadekiller666
  • As mentioned in the first post. It is a fresh Minecraft 1.2.5 installation + copy the minecraft.jar 12w24a in the bin folder. No texturepack, no mods. The only thing I do is created a server folder in .minecraft folder and copy the minecraft_server.jar 12w24a in it. --reptile311
  • Found this: [[1]], tried to fix it using the example Runtime.exec("cmd" ..) call instead. /jeb_



[!] [Su] [SP] Mobs and entities are still periodically freezing. Exiting the world to main menu resolves this, but any progress made up to the point of freeze is not saved. This is an issue that has persisted for the last several snapshots. It keeps being marked as fixed, but obviously it is still there. -- 19:49, 14 June 2012 (UTC)

  • Yep, I have the same problem. I can confirm that the bug is still breathing down our necks. i mean yes its still there, But i cant help but wonder why they are saying: "its fixed" when its really not. :P Please fix this "Hiding bug". :D Spencer10APSC
  • In my case, entities and mobs freeze permanently , and i cannot either open or use chests or crafting tables. –Preceding unsigned comment was added by (Talk) . Please sign your posts with ~~~~
  • Is there any crash report? I've had one after mob freezing in 12w22a. --IntKecsk 11:25, 15 June 2012 (UTC)
  • I hate this bug. If you wait a looooooong time, it will unfreeze. It is probably related to the server merge. --bcnjr5 11:04, 15 June 2012 (UTC)
  • I agree that it has something to do with the server merge because it first appeared for me with the 12w18a snapshot, which I believe is the first to incorporate the server merge. This bug has been there since. I keep having to roll-back to the 12w17a snapshot. I truly hope this is fixed before the 1.3 release, because it is a gamebreaker for me. -- 21:14, 15 June 2012 (UTC)
  • I must say myself that the bug has been partially fixed. For me it used to be almost completally unplayable, but now i can do more progress and gameplay than before --Manuelschi 17:24, 15 June 2012 (UTC)
  • Pausing the game will freeze all the entities. This is extremely annoying, especially since it doesn't save your progress.

[X] If you throw an enderpearl and log out and back in the enderpearl will still land but not teleport you. --Panda4994 11:23, 19 June 2012 (UTC)

[X] Redstone repeaters activate when placed parallel to active redstone. --Nice_G June 20th 18:33

[X] Using huge TNT cannons to shoot up the player dosen't work. The player will fly for a split second but then get teleported back to the ground. --Panda4994 11:36, 19 June 2012 (UTC)

[X] Arrows fired from dispensers do no damage in peaceful mode but bounce off of you instead. –Preceding unsigned comment was added by (Talk) . Please sign your posts with ~~~~

[X] when you place a texture pack in the texturepackMP folder and publish your server. the player who joined doesn't get the message: this server recommends the use of a certain texture pack. do you wish to install it automatically? --League 18:26, 14 June 2012 (UTC)

[X] Minecarts placed on powered rails will sometimes start moving on there own without any outside interaction. They seem to stop after sometime even when on powered rails. This seems to happen when a large amount of minecarts are near by. –Preceding unsigned comment was added by (Talk) . Please sign your posts with ~~~~

  • Vote to downgrade. They will start moving on their own because the other Minecarts will push others, thus causing some to start moving "on their own". --easton39 5:03, 14 June 2012.
  • This user may be talking about a single minecart. --CaMoreno3 17:08, 14 June 2012 (UTC)
  • Downgraded. Please read the top of the page for instructions on reporting bugs. Also see this page: Classifying bugs. --CaMoreno3 17:08, 14 June 2012 (UTC)

[X] Holding the jump key in flowing water under a block (or just up to a certain height) like in this picture will kill players, even though to it looks like they are not underwater to them. Redstonehelper 19:10, 14 June 2012 (UTC)

  • I can confirm this; view appears normal, as if above water, but it still is taking the players breathe. --Keithicus420 20:13, 18 June 2012 (UTC)

[X] Falling from a high place while in a minecart inflicts fall damage on the player before he/she touches the ground. --

[X] If the player exits the world while riding boat/minecart, after reloading the world he turns out to be outside it. --IntKecsk 15:25, 14 June 2012 (UTC)

  • I'm not sure this is a bug, I mean, what should happen if the minecart is pushed/removed? if you're doing it on multiplayer, people may mess with your spawn location. --RonAsor 17:35, 14 June 2012 (UTC)
  • That's a very good point and suggests that this behaviour was intentionally implemented. So maybe this should be an annoyance --Mattrition 09:13, 18 June 2012 (UTC)

[X] Some players may experience an insane amount of lag! Fixed by restarting minecraft. --sergnoff

  • Vote to downgrade, as I don't think this is a problem with Minecraft itself. It may be your machine/java version/OS/anything, I don't experience much lag on my Windows 7 laptop with latest java. --CaMoreno3 16:04, 14 June 2012 (UTC)
  • I also vote to downgrade, I have about no lag on MC. --easton39 16:56, 14 June 2012.
  • Downgraded. --CaMoreno3 17:08, 14 June 2012 (UTC)

[U] [X] Using a Lava bucket in a furnace does not leave a bucket after using the lava bucket up. TucksterZ 15:06, 16 June 2012 (UTC)

  • According to Lava#Lava_Bucket this was what used to happen before 12w22a. Not sure what Mojang are playing at with this. Maybe they didn't like it? --Mattrition 16:09, 16 June 2012 (UTC)

[X] You can't refill a cauldron from a dispenser (or empty one into a dispenser), which seems like an oversight given the other recent dispenser refinements. --Simons Mith 23:22, 16 June 2012 (UTC)

  • Removed the [?] because its being used incorrectly here. I am sure this should be an annoyance, since its requesting an addition to the game which is not a necessity. --Mattrition 09:13, 18 June 2012 (UTC)

[X] Boats will be in two places at once. One is invisible, and when collided with it acts like you're falling off a chunk error, but easy to get out of. The other is visible, but cannot be broken nor ridden and can pass through blocks at high speeds. It is also collide-able. --Wolf586mc 17:16, 17, June 2012

[X] [?] When ever I go to the nether and come back my enderchest is empty

  • Doesn't happen to me. Tried SMP,CMP (server's original gamemode survival) -- 09:29, 16 June 2012 (UTC)
  • Cannot reproduce, but upgraded --Kumasasa 18:31, 16 June 2012 (UTC)

[X] When the player is underwater and comes up for air but returns back underwater less than a second later, the meter that gauges air is not refilled, although it does disappear when the player's view is above the water. --Keithicus420 20:08, 18 June 2012 (UTC)


[A] [?] If you drown several times and then hardboot your Pc it duplicates any and all items in your inventory. --[Userless]

  • I hardly think thats the path to reproducing this issue. Perhaps it may be dying and then immediately force closing the game? --Mattrition 11:36, 16 June 2012 (UTC)

[A] Fence gates are oriented by the players view. Even if there are two adjoining fences and the gate is placed in between, the gate is oriented sideways if the player is looking along the fence while placing the gate. 11:16, 16 June 2012 (UTC)

[A] The ender chest doesn´t give an options about sharing it with someone. With this /publish update there are lot of friends who would like to share theirs enderchests chests. Akxe 13:08, 15 June 2012 (UTC)

  • I changed your gramatic a bit to make it more clear what you mean.Jeb, notch said some time ago that he would add the ability to name chests. wouldn't that feature fix this annoyance by putting the names of the people you want to share your chest's content with on the chest?--League 11:59, 15 June 2012 (UTC)
  • Maybe command like /transfer [player name], could give items from your chest to player you named. This should be non op command. As requirement would be that receiving player chest is empty. EDIT: I strongly support getting this fixed. -- 07:30, 16 June 2012 (UTC)

[A] cocoa plants grow way to fast. it grows regardless if it's day or night. it grows faster that wheat and it drops 3 cocoabeans. it's just too overpowerd. with only one small tree I managed to get 40 cocoabeans out of 1 cocoabean.--League 12:00, 15 June 2012 (UTC)

  • In real life, cocoa plants produce beans at a surprisingly fast rate. Perhaps the grow rate is a nod to that. However, I do agree that it may be a bit too fast. --CaMoreno3 11:56, 15 June 2012 (UTC)
  • I agree with you but sugar canes grow fast too in real lif but in this game cocoa beans still grow faster. it's just too fast right now--League 12:02, 15 June 2012 (UTC)

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

[A] The player cannot swim out of downward flowing water while drowning. The damage taken produces a small amount of knockback, which in combination with the flow, keeps the player from swimming out of the water. --CaMoreno3 15:16, 14 June 2012 (UTC)

  • This is different from the behavior in 12w23b, as the player was unable to swim out of water (while drowning, regardless of flow) or lava at all. The player can now swim out of lava regardless of flow. The change leads me to believe that this annoyance has been addressed. Is the inability to escape downward flowing water intentional? --CaMoreno3 15:16, 14 June 2012 (UTC)

[A] Flowing lava does not push the player in the same way that flowing water does. --CaMoreno3 15:16, 14 June 2012 (UTC)

[A] When respawning, the view goes crazy. -- Mustek 14:46, 14 June 2012 (UTC)

  • Replicated, Windows 7 Home Premium Java version 1.7.0_01 with 3584 MB allocated. The view is rapidly moving side to side for about 3 seconds, then fixing itself. --easton39 5:08, 14 June 2012 (UTC)
  • Seen in survival single player, not in survival multiplayer --Kumasasa 21:41, 14 June 2012 (UTC)

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

  • That's not momentarily, that's for a few seconds - quite distracting. --Kumasasa 18:04, 14 June 2012 (UTC)

[A] If a dispenser has both a lava bucket and a water bucket inside occasionally one will overwrite the other. (e.g. Lava bucket dispensed, then water bucket dispensed leaving water dispensed and two empty buckets.) -- LilDaveyP

  • Lava and water can be overwritten by any block, even each other. You have to wait lava or water to spread if you want it to not get overwritten. -- 08:22, 16 June 2012 (UTC)
  • If there is a water/ lava block in place surely it should first attempt to put it back into a bucket before overwriting the source block; as a new game mechanic it may not yet be sorted in which order it does these different actions. -- LilDaveyP
  • You would have to break already in function that makes it use random item. Solution to your problem is, use two dispensers, and be aware of state of your buckets when controlling them. -- 11:23, 16 June 2012 (UTC)
  • If that were the effect desired then it would fix it. However, when trying to make a design using this mechanic (e.g advanced probability generator) it renders it inoperable. The 'fix' for this would be for the dispenser to first check if the liquid can be returned, if not then dispensing its usual random item. -- LilDaveyP
  • Maybe someone uses it like this: Add bucket of water, and random other random items that isn't any bucket. They want it to spell out random item or stop the flow. But this would not become impossible to make, just complex. How about if it detected if there are 2 buckets, and one was empty, and other had opposite liquid, then it would fill it. OR make use of 8th bit on dispenser to determine it's operating mode: logic or random. -- 07:45, 17 June 2012 (UTC)]
  • If you're thinking what I think you're thinking then it'd work fine. I'll quickly explain so you get it; pillar containing dispensers and signs to stop the water sources flowing anywhere. Top dispenser ejects random item, other dispensers randomly dispense water/ lava. If water it carries on flowing, if not the item burns and doesn't pass on a signal at a pressure plate at the bottom. (If you had one liquid dispenser with 4 water 5 lava there would be 4/9 of a chance that a signal would be produced). It would be nice for something to be done to enable some cool designs in this manner. :) -- LilDaveyP
  • I love it! Exact control over probability. So looks like it's going to need that 8th bit on dispenser. (By the way, I built device that randomly selects between lava and water (with two dispensers, one with lava, other with water). Made blueprints and everything. -- 15:37, 17 June 2012 (UTC)

[A] sometimes maps have a enterable void around them you can enter but not die from GASSYPOOTS 21:34, 18 June 2012 (UTC)

  • What? --Mattrition 12:09, 19 June 2012 (UTC)
  • I think he means the world doesn't load fast enough, and he can outrun loading chunks, in which case this is not a bug in minecraft, but a simple case of low-end hardware

[A] The bookshelf configuration has not yet been rebalanced for the new system, it would make sense to rebalance so that 30 bookshelves are still needed for level 30. --BradoBunny


[F] [!] The contents of an ender chest are cleared upon player death in SMP and SSP. --IPeer 21:31, 14 June 2012 (UTC)

  • Confirmed for SSP and CSP. --Kumasasa 21:56, 14 June 2012 (UTC)
  • They are also cleared upon entering/leaving the end. --MegaCamu 06:56, 15 June 2012 (UTC)
  • Could only produce it leaving the end not entering. Was in CMP. -- 08:57, 16 June 2012 (UTC)

[F] [X] when you click publish and someone joins your world and the one who published the server leaves. the one who joined gets the message ... left the server. the host who left the server is still there but it doesn't move. also the redstone freezes and levers don't work anymore. you can still delete blocks but the next time the host opens the world the damage is gone. --League 18:26, 14 June 2012 (UTC)

  • The "fix" was to tell the client that the server was closed. /jeb_

[F] [X] when you publish a world and people join your world. the tab button (show players online) doesn't work. the one who just joined your world however. can use the tab button. --League 18:26, 14 June 2012 (UTC)



[!] Pistons have lost their full ability to push since sp and mp have merged. because of that these piston elevators notch retweeted don't work anymore. --League 13:55, 17 June 2012 (UTC)

  • (Merged Duplicate) This piston setup doesn't move the player. Example -- Mustek 15:23, 14 June 2012 (UTC)
  • Pistons at head level don't move the player either. -- Mustek 15:24, 14 June 2012 (UTC)

[X] Chest don't show the breaking animation when you hit them. --MegaCamu 18:50, 18 June 2012 (UTC)

[X] When a block is placed it sometimes flashes and you have to put it down again. –Preceding unsigned comment was added by (talk) at 07:29, 18 June 2012 (UTC). Please sign your posts with ~~~~

  • Because you are standing in the same spot the block would take ? -- 08:32, 18 June 2012 (UTC)

[X] Nether Portals can overwrite stair blocks. TorchicBlaziken 23:27, 8 June 2012 (UTC)

  • Can you explain this in greater detail? Or perhaps provide an image? --CaMoreno3 00:52, 9 June 2012 (UTC)
  • The description is pretty clear, nether portals can replace stairs when they spawn. -- Mustek 15:58, 9 June 2012 (UTC)
  • I'm guessing it's probably not just stairs but all blocks that aren't completely solid. Will test this and edit the report. --Moxxy 05:48, 10 June 2012 (UTC)

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

[X] TNT Will sometimes not explode. Even when Redstone torch(s) is/are next to it, and/or if you hit it with Flint and Steel. User:Spencer10APSC

[X] Tripwires on the side of connected hooks still trigger those hooks. IMG. -- Mustek 15:07, 14 June 2012 (UTC)

[X] Can't plant mushrooms at night -- Mustek 15:11, 14 June 2012 (UTC)

[X] Blocks broken below string causes the string to break(still), only works if string below string is broken -- Queegey 14:59, 15 June 2012 (UTC) 16:26, 14 June 2012 (UTC)

[X] Sign text disappears after you place the sign and write out the text. Nbness 8:05, 14 June 2012 (MDT) :*Cannot reproduce in SMP and CSP. --Kumasasa 09:24, 16 June 2012 (UTC)

  • It does happen sometimes, that much is clear. I just can't figure out how to reproduce it. --Mattrition 11:53, 16 June 2012 (UTC)
  • It only happens when the sign uses the 'G' character. --Anonymous 19:54, 17 June 2012 (UTC)
  • Not reproducable here. I can place signs with one 'G' or even 4 lines á 15 'G's. --Kumasasa 20:43, 17 June 2012 (UTC)
  • If someone gets this issue again can they please post the exact text they were using on the sign? --Mattrition 09:29, 18 June 2012 (UTC)
  • I got this issue earlier when trying "Mining Basecamp", or just "Basecamp" in SMP. I didn't try any other words to see if they would take, however. ~TomT.
  • Does it happen everytime you type "Basecamp" or only sometimes? I'm trying to work out if there a specific sequence of characters that causes the issue. --Mattrition 11:35, 19 June 2012 (UTC)

[X] If both tripwire hooks have a block below them and are hooked to completely suspended string, when the tripwire is activate, it will "unhook", with all blocks still there(Example). so far fully reproducable -- Queegey 15:58, 15 June 2012 (UTC)

[X] In creative mode, placing a bed and moving your mouse can sometimes create a "mutant" bed with two heads. To reproduce this bug put the player character in a corner. Position your mouse approximately as I have in Image A. Press and move to the position in Image B. Requires multiple attempts to succeed. -- Maseck 12:14 16 June 2012

  • Cool bug. Noticed that you have to be pretty fast in order to succeed. Also noticed that mutant part disappears if you try sleep on it. -- 16:06, 17 June 2012 (UTC)

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

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

[X] When placing Mushroom blocks of a damage value greater than 0, it will revert to 0 upon placing. This used to happen with Monster Eggs, before they were tweaked in 12w17a to prepare them for inclusion in the Creative Mode inventory. This should be changed because the damage values of mushroom blocks are now available using cheats. TorchicBlaziken 23:59, 2 June 2012 (UTC)

[X] Ladders have trouble being removed. They will begin the breaking/cracking sequence, and then restart before completed. The restarting seems to occur randomly. Ladders can be removed but it takes much longer than normal. The ladders were placed on a wooden wall in single player. –Preceding unsigned comment was added by (talk) at 17:10, 20 June 2012 (UTC). Please sign your posts with ~~~~

  • Are you standing on a ladder and try to remove the ladder above you ? That will take longer. --Kumasasa 20:27, 20 June 2012 (UTC)

[X] When a block adjacent to a fence gate is removed, and the fence gate is not receiving redstone power, the fence gate is closed. Terzake 14:20, 17 June 2012 (UTC)

[X] [Cr] Some blocks drop themselves after destroying them. Like: TNT, top of a door/iron door, Block 34 (Piston Arm), Paintings and the pillow side of the bed.


[A] In CSP, Sand And Gravel sometimes do not fall (defy gravity) When there is no Block underneath.

  • This has been a feature of minecraft since ever. When the world is generated blocks are not set to update once things like caves and canyons are carved out of the terrain. Supposedly its like this to save on the performance issues when tonnes of sand and gravel decides it needs to fall at the same time. Changed to an annoyance. --Mattrition 09:13, 18 June 2012 (UTC)

[A] Hooks make randomly blocks updates. –Preceding unsigned comment was added by (Talk) . Please sign your posts with ~~~~

[A] You can still walk off an Ender Portal Frame if you hold shift. Only the idiots can notice an idiot. 18:51, 14 June 2012 (UTC)

  • Annoyances should go in the Annoyances subsection. --

[A] If ladders are next to each other from opposite walls and you put your cursor in the middle of them, the selection box rapidly switches from each ladder. It is also almost impossible to break ladders from head on in this set-up, instead you break the block holding it. --Wolf586mc

  • Set-up (Top view): [] = block " = ladder []""[]


[F] [X] The following items cannot be placed on upper slabs or upside-down stairs, Example: --CaMoreno3 14:51, 14 June 2012 (UTC)

  • Snow Layer
  • Bed
  • Lever
  • Wooden Pressure Plate
  • Stone Pressure Plate
  • Wooden Door
  • Iron Door
  • Redstone
  • Redstone Repeater
  • Rail
  • Powered Rail
  • Detector Rail
  • String (floats above upper slabs or stair blocks when placed)
  • Torches (including redstone torches) are placeable on stairs but not slabs, which is needlessly inconsistent.
  • Dinnerbone committed a fix that would make upsidedown stairs and top slabs act as solid ground, but I haven't tested all of these blocks. I'm a bit lazy and mark this as fixed for now. /jeb



[X] /kill resets your player .dat file, and will erase items in your Enderchest in SMP kansashuffke 12:18, 19 June 2012 (UTC)

[X] Maps other than map_0 don't appear to save data correctly. –Preceding unsigned comment was added by (Talk) . Please sign your posts with ~~~~

[X] [MP]

Map with missing vertical lines

Maps show missing vertical lines when reconnecting to the server. When viewing the map for the first time, the image will be created in vertical stripes, after completion every 11th or 12th line is missing. Newly explored areas or changed existing areas will be redrawn (but lost again after reconnecting) (Same as previous bug ?) --Kumasasa 09:18, 16 June 2012 (UTC)

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

[X] The direction indicator (arrow) on a held map while riding a boat points in wrong (random) direction

  • Further observation: When turning with the boat while holding the map, the arrow (direction indicator) on the map rotates way too fast (two or three rotations per player rotation) and seconds later it will eventually snap to the correct position.
  • Similar issue: When rotating the player in a still-standing boat the arrow stands still instead of rotating on the map. When riding the boat again, the arrow will point to random directions.
  • Also while riding a minecard on turning tracks the arrow will rotate wrongly and snaps eventually in the more or less correct position. --Kumasasa 09:18, 16 June 2012 (UTC)

[X] When shift click creating maps they count twice amount of made to the id counter. They should not anything to id counter.
This happens: "map_0, map_1, (create 3 maps with shift click),map_8"
This should happen: "map_0, map_1, (create 3 maps with shift click),map_2"
-- 11:45, 16 June 2012 (UTC)

[X] Still not always able to pick up apparently visible drops. Seen with buckets of water, presumably also applies to mined blocks, mob drops etc. Example: Room with slab floor. Make hole in floor for dispenser. Put water buckets in dispenser. Destroy dispenser; buckets fall out. Place block where dispenser was, 'overwriting' one or more of the drops. Wait. Water bucket seems to 'pop out' of filled block, so it's visible, but it still can't be picked up. Also it occasionally 'jumps' up and down again, presumably as the engine tries to make it move to a reachable spot. There are many ways to contrive a similar situtation, but using a slab floor plus placing blocks 'on top' of items seem quite reliable as a way to recreate this. -- 21:24, 16 June 2012 (UTC)


[A] Compasses don't point to the last respawn point. That renders the compass quite useless when playing a longer time on a map.--Kumasasa 09:18, 16 June 2012 (UTC)


World Generator


[!] [Cr] The End is completely empty (no obsidian platform, no island) for the first time traveling there. Endermen and me falling into the void. When travelled the second time through the same portal, everything was ok. The ender dragon was already defeated in that world. That end dimension was created 12w23b. Could reproduce twice by quitting and restarting the game. --Kumasasa 17:46, 14 June 2012 (UTC)

  • This occured me twice in CMP. First it was as normal (everything there). Defeated the enderdragon. Second time it was empty, I fell into void before I could react. Third time it was empty, this time I was aware so I started flying immediately. Went towards 0x 0z saw endermen glitching like there was invisible floor bellow them. Relogged to server at the end. Then everything was normal again. Fourth time, normal again. -- 09:09, 16 June 2012 (UTC)

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

[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)

  • Also, the End Portal is missing. Explored the stronghold for 15 minutes, no portal. --

[X] Maps in Large biomes mode sometimes have abrupt changes between biomes, like half-cut snowy mountains next to sea, chunk borders clearly visible. (Example should be in this world with the seed "5718751545582946977" not so far south from spawn.) Strangely however, I could not reproduce the generating error when creating the same seed and same options (even same name) world, so pictures 1 and 2 -- Suroubureau 19:20, 15 June 2012 (UTC)

  • I think those chunks in first picture is from your previous world that was left in memory. -- 07:57, 16 June 2012 (UTC)

[X] Old bug still applies. Chunk generation error, chunk seems flipped. Seed "bug" (without ") location 41x,-381z. I did further ivestigation and theres cave in 51.5,-369.5. This cave doesn't seem flipped. If you go corner of this error 72.5,-368.5, that is exactly at chunk change if my calculations are correct. PICTURE -- 07:53, 16 June 2012 (UTC)

[X] Pyramids can generate on top of villages destroying the houses that were supposed to be there. Seed: 1 Pos X:-161 Z:-272 Idiosync 15:14, 18 June 2012 (UTC)





[!] sheep glitch through fence posts in single-player survival and iron golems glitch through gravel in villages also in single-player survival.--

  • (Merged Duplicate) Cows have a tendency to weird out, ignoring some collision. (Falling through blocks with pressure plates, and going inside walls) They also seem to walk around and then suddenly move back to there previous location. This may work with other mobs (untested) –Preceding unsigned comment was added by (Talk) . Please sign your posts with ~~~~
  • This is a very old bug with mobs that used to only be in multiplayer. It's in single player too now because of the merging. 21:19, 14 June 2012 (UTC)
  • It happens not only with cows, but with sheep and villagers. It's more frequent when you have 5-10 mobs confined in a small space - and it's probably related to the bug below. Lvxferre 00:09, 15 June 2012 (UTC)
  • I don't know why this is marked as an annoyance because it shouldn't behave this way. upgraded to bug.--League 13:30, 17 June 2012 (UTC)

[X] The distance for monster spawners to spawn mobs is off by two blocks vertically (like it was in multiplayer before, but now also in singleplayer). To reproduce: 1.(In 1.2.5 Singleplayer) Find a spawner (blaze spawner should be fine) and stand on the lowest block that allows the spawner to spawn mobs. 2. Switch to snapshot version. Now the flames are still visable in the spawner block, but no mobs will spawn, unless you move up at least two blocks. -- 08:49, 15 June 2012 (UTC)

  • Not a major issue --Mattrition 11:44, 16 June 2012 (UTC)

[X] I had an npc village with 1 farmer, 1 white robe guy, 1 blacksmith and a purple robe guy. I walker around a bit and now I saw there was 1 farmer left and the rest of them all turned into blacksmith.--League 12:09, 15 June 2012 (UTC)

[X] in all gamemodes mobs are much less persistent. the new zombie AI is almost completely gone. a zombie was chasing me so I ran to my 4x4 house. instead of walking around my house and destroying my door. he just stopped. waited for a second and walked away. (this happened in survival mode) --League 20:01, 14 June 2012 (UTC)

  • Note that their path finding working properly, but they can't track through the walls. Also Skeleton AI is OK. Video --MTandi 07:17, 15 June 2012 (UTC)
  • there were windows in the walls and when AI was introduced the zombie could find me easily. even without windows--League 07:32, 15 June 2012 (UTC)

[X] mobs often glitch trough 1 blocks which have 1 block of air beneath them. I build a dirt platform directly on top of the ocean with npc's and cows on it and they glitch every now and then trough the floor. not completely, just about half of the npc's body--League 18:34, 14 June 2012 (UTC)

[X] When a creeper explodes while standing on snow, it only deals 1/2 to 1 heart damage to the player. DetachableMonkey

  • Seems like it counts snow as a full block between itself and the player. -- Mustek 15:16, 14 June 2012 (UTC)
  • It could be an unintended feature, the snow softens the landing, and creates a vacuum that ruins the explosion -- EmanP 18:14, 14 June 2012 (UTC)
    • There's nothing that would create a vacuum, and the landing isn't the main source of explosive damage. This is clearly a bug. 21:19, 14 June 2012 (UTC)

[X] When a huge(x>30) amount of minecart is driving, in an area of 10X10 then non-playable character, no matter if pet or monster or whatever, gets vacuumated into a cart. KellOggz 16:04, 14 June 2012 (UTC)

[X] Slime's hitbox size ignores the slime size - worked fine in 1.2.5. Lvxferre 00:09, 15 June 2012 (UTC)

[X] Skeletons do not drown when trapped in a waterfall, they simply teleport to the top of the waterfall at the point they should start drowning. 21:17, 16 June 2012 (GMT)


[A!] Superflat is still annoyingly full of slimes. Lvxferre 00:09, 15 June 2012 (UTC)

[A] Pigs only use the method getDropItemID to determine their drops, so they only drop 0-2 meat. Cows and chickens use the newer method dropFewItems which allows them to always drop at least one meat. This has caused the pig to decline in usefulness since beef was added.TorchicBlaziken 22:54, 4 June 2012 (UTC)

  • It is impossible to say whether Mojang intended this, regardless of how annoying the uselessness of pigs have become. Changed to annoyance. --Mattrition 09:29, 18 June 2012 (UTC)

[A] Sometimes slimes seem to fall through the ground. They reappear seconds later.

[A] When the Enderdragon moves too far from the player, it stops moving, simply floating in the same place, but still moving the wings. Moving in its direction makes it move again. Tested in Creative. Lvxferre 01:45, 15 June 2012 (UTC)

[A] If the user logs out of a village at night time, there is an absurdly high chance of a zombie siege upon relog. Even more notable, it appears that zombies will spawn in any light level during a siege. --Chaingunner

  • See Siege, light level had no effect on them. However, the high change of one upon relog could be unintentional. --Mattrition 11:47, 16 June 2012 (UTC)

[A] Villagers and other passive mobs tend to wander to the north west, making that side of towns overpopulated --Isle 10:43, 16 June 2012 (UTC)

[A] Arrows do not stick to mobs.

[A] Since the new AI was implemented, mobs with this AI will walk freely into the Void. The previous AI system took this into account, as tested. --09:24, 21 June 2012 (UTC)


[F] [X] Villagers don't show hearts around them when mating. Redstonehelper 20:37, 20 June 2012 (UTC)

[F] [A] Villager trading is EXTREMELY overpowered. Players can buy diamond armor and tools for very cheap, farmable items. Example: I have a villager that will sell me a diamond axe for 12 emeralds. I also have a villager that will give me an emerald for 20 paper. That's 240 sugar cane easily farmed for 3 diamonds worth of tool. –Preceding unsigned comment was added by (talk) at 20:39, 17 June 2012 (UTC). Please sign your posts with ~~~~

  • IMHO 240 sugar cane is more or less adequate if you imagine that you must harvest them naturally. This issue could probably also be fixed by making sugarcane farms less efficient/overpowered. Nobody needs that much sugarcane anyway. Another option to consider is that you could make trading more realistic. A village probably doesn't need that many sugar cane/paper, they could stop trading it if they for example got 12 or so and you would need to wait a few days before they accept it again. -- JonHa97 15:21, 18 June 2012 (UTC)
  • I had to stop trading and discontinue the use of my diamond tools/armor because I felt this was too overpowered... And you're right, sugar cane grows way too fast for the trade. –Preceding unsigned comment was added by (talk) at 22:20, 19 June 2012 (UTC). Please sign your posts with ~~~~
  • Villagers will now remove trades when they are used many times. The trade may reappear according to the normal rules, of course. /jeb_



[X] Fishing rod line of other players is seen starting from their feet. [2]

[X] It seems like the way chests are rendered needs lots of resources. Standing in a server storage room with about 2000 chests causes a 5 fps diashow for me. --Panda4994 11:30, 19 June 2012 (UTC)

[X] Chunks are often rendered too slowly, allowing you to sometimes walk right up to unrendered land.--League 20:30, 14 June 2012 (UTC)

  • This is a rendering issue rather than a world generating issue. I've changed the above report to clarify this. --Mattrition 17:20, 14 June 2012 (UTC)
  • thanks but nonetheles it needs to be fixed because it looks ugly--League 11:46, 15 June 2012 (UTC)
  • Of course, it goes without saying, and no doubt they are working on it. Its probably just an optimization exercise. --Mattrition 11:50, 16 June 2012 (UTC)

[X] There are many lighting errors that create black areas in the world. the only way to solve this in game is to update a block in the darkness.

  • (Merged Duplicate) In the Nether there are lighting errors seen mostly on lava oceans where large sections of lava are dark, this can be fixed by placing a torch or otherwise updating the lighting in the area, but it is almost impossible to light up the entire lava ocean without venturing out into it risking death. - youeatpig1698 11:34, June 17, 2012

[X] Chunks that have absolutely no block in them will not display blocks you place in them until you reload the world. –Preceding unsigned comment was added by Redstonehelper (Talk|Contribs) . Please sign your posts with ~~~~

  • Redstonehelper, what do you mean by "chunks with no block in them"? Are we just talking about the End here? --Mattrition 11:42, 16 June 2012 (UTC)
  • I experience the same issue in the custom map SkyBlock (nearly all chunks in it around you are literally empty and exposing the void). Whenever you build across a chunk border (because it happens every 16 blocks) the blocks you place are not visible. Additionally the character becomes dark. See --MiniMeOSc 13:53, 17 June 2012 (UTC)
  • Chunks which only have air in them, as commonly found in the end or in custom maps like SkyBlock, as MiniMeOSc mentioned. You can also reproduce it in Superflat maps, by hollowing out an entire chunk, including bedrock, then saving the map. When reloading it, blocks you place in that chunk will not be visible. Redstonehelper 15:16, 18 June 2012 (UTC)
  • (Merged Duplicate) You cannot place blocks too far away from the island in the End. You can exit and reload the world and you can place several more blocks outwards until you cannot place more blocks. Repeatable. Tested in singleplayer. --Totamto 02:50, 15 June 2012 (UTC)
  • (Merged Duplicate) When you place a block in an empty chunk in the end the block will be invisible until reconnecting. --Panda4994 11:19, 19 June 2012 (UTC)

[X] Upside-down slabs with blocks on them still have incorrect lighting. (example) - -- Mustek 14:44, 14 June 2012 (UTC)

[X] Nether portal animation starts when arriving in the nether, yet it doesn't send you back until you leave & enter it again. -- Mustek 14:59, 14 June 2012 (UTC)

[X] When there is a torch at the top of a 1x1 vertical shaft, the block it occupies is dark. This has been happening ever since Anvil was added.

Anvil Torch Bug.png

TorchicBlaziken 18:59, 17 June 2012 (UTC)

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

[X] Strange, moonlight lighting of the Nether's upper bedrock layer. --IntKecsk 16:19, 14 June 2012 (UTC)

Patchy lighting in the Nether
  • its not just bedrock. i see this in fields of soulsand and netherrack all the time.

[X] Hitting some mobs causes one section of their texture to turn white (while the red "pain" effect occurs). On cows, pigs, ocelots, zombies, creepers and squid it is the left side of their head. On the player, it is the inside of the right arm. Cannot reproduce on skeletons, sheep or spiders, but it also seems to stop happening sometimes. --Darkinnit 20:59, 14 June 2012 (UTC)

[X] An enclosed torch will light an area if one side is open, but the block the torch occupies will be black. --Wormy14 11:23, 15 June 2012 (UTC)

[X] Often, piston heads will disappear when activated/deactivated, as will the block attached. (Example) Queegey 15:04, 15 June 2012 (UTC)

[X] Hitting bedrock in Survival produces a small crack on the bedrock (Step 1 of the cracking animation). It cannot be destroyed, however. Tested SSP. -- 19:30, 16 June 2012 (UTC)

  • Update: Also happens with other blocks that are indestructible by hand, such as the End Portal Frame and the Nether Portal. -- 19:41, 16 June 2012 (UTC)

[X] [MP] Still random invisible (dirt-, gravel-) blocks. Blocks become visible when relogging or when placing a torch at the invisible block's position. Other players can see that block. More info at Known_bugs/Version_12w23b#Graphical/Lighting --Kumasasa 20:34, 20 June 2012 (UTC)


[A] Mobs and players appear ahead of moving vehicles while riding in them. [3] -- Mustek 14:47, 14 June 2012 (UTC)

[A] The block cracking animation stays present for a noticeable fraction of a second after a block is destroyed.

[A] Very minor annoyance, more like a feature request. Thrown tools/armor on the ground as entities do not show their enchanted glow (if they're enchanted, obviously) Not sure if this is even possible, but would be nice to have. –Preceding unsigned comment was added by (talk) at 22:23, 19 June 2012 (UTC). Please sign your posts with ~~~~

  • This is pretty much what we don't want clogging up the annoyances section. See Classifying bugs. It's a "Wouldn't it be nice if" rather than something which is actually very annoying. --Mattrition 09:46, 20 June 2012 (UTC)


[F] [X] when you respawn after death your skin is set to the default until you leave and come back --League 12:39, 17 June 2012 (UTC)

  • Fixed by dinnerbone. /jeb_



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

[X] when you are 5 blocks away from noteblocks you can't hear them anymore. this wasn't in 1.2.5. this is very frustrating since making a song with noteblocks isn't possible anymore because after 6 blocks the sound is gone.--League 18:38, 14 June 2012 (UTC)

  • That would totally break my alarm system. It should be heard least 32 blocks away. It would be good if it couldn't be blocked by blocks. -- 12:26, 16 June 2012 (UTC)
  • I know right! they should fix it. because alarm system is cool.--League 06:59, 18 June 2012 (UTC)

[X] While most of the missing sounds are fixed, there is still no rain sound in extreme hills biome. --Kumasasa 20:00, 14 June 2012 (UTC)

  • When they fix the particles, sound probably get fixed as side effect. -- 12:26, 16 June 2012 (UTC)


[A] Can't hear TNT if it's more than 16 blocks away. -- Mustek 14:51, 14 June 2012 (UTC)

  • Thats crazy! Something as mighty as dynamite should be heard from far. -- 12:26, 16 June 2012 (UTC)

[A] Player will make step sounds on air if player jumps over tall grass. Easiest way to replicate is to make long line (12 blocks) tall grass, and run jump there. -- 18:16, 17 June 2012 (UTC)

[A] The sound for eating bread is repeated twice. Seen in single player.




[X] when you rename a world, you play that world or another world. when you click save and quit and go to singleplayer worlds again. the world will have it's original name again. very frustrating when you have like 4 world's called new world or just world.--League 18:49, 14 June 2012 (UTC)

[X] World entries in the world selection menu show not the current game mode, but the game mode selected when the world was created. (Game mode was changed via /gamemode) --IntKecsk 15:51, 14 June 2012 (UTC)

  • I think this is intended to be so, since using /gamemode only changes the players mode, but not the worlds'. Same on SMP, if you change 1 person to creative, the world will still be Survival. To change it "permanently" use /defaultgamemode. --MegaCamu 17:12, 14 June 2012 (UTC)
  • that has a bug too. when you do defaultgamemode creative. then save the server and then shutdown the server, the next time you start the server the defaultgamemode will be survival again.--League 18:47, 14 June 2012 (UTC)

[X] When creating/entering a world, the "generating chunks" etc still don't appear -- Queegey 15:19, 15 June 2012 (UTC)


[A] When resizing the window while in the Create World menu in More World Options, wrong buttons are shown. Example --Pzyko 15:49, 14 June 2012 (UTC)


In-Game Interfaces/HUD



[A] It takes a few seconds until a villager shows its swirls and new trade option. -- Mustek 14:54, 14 June 2012 (UTC)

  • Vote to downgrade to minor annoyance. I do not believe this is more intrusive than a minor bug. Classifying bugs --CaMoreno3 15:48, 14 June 2012 (UTC)

[A] When trading with villagers, if you access a villager's second or third trade and put in items from a past trade that are not required in the current trade, you can still trade for the item that corresponds with the trading item you put in. –Preceding unsigned comment was added by (Talk) . Please sign your posts with ~~~~

  • It's listed as an annoyance, so I deny that motion. -- Mustek 23:23, 14 June 2012 (UTC)
  • Why trade should be limited one you are viewing. That would just slow things down. Not annoyance to me. -- 12:36, 16 June 2012 (UTC)
  • I agree, its illogical to think that it causes problems. Vote for removal. --Mattrition 14:53, 16 June 2012 (UTC)
  • I vote against removal, at least for now, because of the trading tweak jeb has just added. Frequently-used trades disappear and presumably may be replaced by others. Haven't seen how this behaves in-game yet, but imagine you had trade 'A for B' showing but were actually trading 'A for C', and suddenly 'A for C' disappears and is replaced with 'A for D'. How are you supposed to tell that this has happened? This may be confusing and could well be considered a mis-design in the user interface. I would prefer to leave this flagged as an annoyance for now, and see whether the new trading tweak in 12w25a changes or solidifies opinions. --11:40, 21 June 2012 (UTC)

[A] The /publish command has no description (even when doing /help publish). Ristovski 17:08, 15 June 2012 (UTC)

  • Downgraded to annoyance. The /publish command is still very new and experimental. As Jens said on, "This is still very much work in progress...Also, the “/publish” command is temporary..." I'm sure in 1.3 this feature will have a much more user-friendly GUI. --CaMoreno3 15:48, 14 June 2012 (UTC)

[A] there is no way to turn publish off.--League 18:41, 14 June 2012 (UTC)

[A] When you are writing a book and notice that a few lines back you made an error, you need to delete everything in order to undo the error.--League 18:41, 14 June 2012 (UTC)

[A] Active potion effects are not shown in the Creative mode inventory. Redstonehelper 21:05, 14 June 2012 (UTC)

[A] [Cr] Monster eggs are in the same category as their building block counter-parts, making it confusing when selecting blocks if you just look at the block. Personally I would put them in Miscellaneous. -- Queegey 11:55, 16 June 2012 (UTC)

  • There are many items/blocks that belong elsewhere. I support idea some of them being more than one group. As I find myself looking many times at wrong group. -- 12:36, 16 June 2012 (UTC)

[A] [Cr] If your quickbar is full and you are in creative inventory interface, if you pick something up in the selection, drop it by clicking with the item off to the side of the inventory and pick it up while in inventory, it will appear in the selection screen (if not on survival inventory tab), blocking a item or block in certain tabs. (Dont know why someone would do this, but just letting you know)--KyleA2000 20:49, 17 June 2012 (UTC)


[F] [X] Since the world seed has been removed from the debug display and the /seed command requires cheats to be enabled, there is no way to view the world seed on non-cheats-enabled singleplayer worlds.--League 18:44, 14 June 2012 (UTC)

  • Workaround: Either use a mod to turn cheats on, or get into the habit of choosing a seed of your own whenever you create a new world. [I use the Mojang splash texts.] -- 19:59, 14 June 2012 (UTC)
  • just the fact that you know a solution to this problem doesn't mean it's not a bug. It should be fixed. but anyway. thanks for your temporary suggestion. --League 20:06, 14 June 2012 (UTC)
  • In my eyes that is absolutely intended to prevent publishing the seed of non-cheat worlds. Think of upcoming adventure worlds where the seed should be kept more or less secret to prevent cheating. As long as we don't have a clear statement of the developers if that is intended, it is just an annoyance, not a bug. --Kumasasa 20:19, 14 June 2012 (UTC)
    • You're looking at a very, very specific case, and assuming that Mojang chose it to take precedence over regular people who may not know that cheats on or off affects the seed display. Another possibility is someone doesn't think on world creation they wanted a fresh world or to share the world, but changed their mind later. Additionally, a save's seed is findable with resources such as the slime finder, making it trivial to find out a "secret" seed. Also, we can say something's a bug without developer statements. Upgraded to bug. 21:28, 14 June 2012 (UTC)
  • Grum fixed this by enabling /seed regardless of cheat setting. /jeb
  • Thanks for clarifying. --Kumasasa 07:07, 16 June 2012 (UTC)



[X] when you publish a server the kick and ban command don't work anymore for the publisher. --League 18:25, 14 June 2012 (UTC)

[X] Sometimes older maps that have cheats, the cheats will not work. Usually happens with worlds made in earlier snapshots. --Wolf586mc



Language/Text Files


[X] [SP] Issuing "/kill" in singleplayer creative throws the message "<Player> fell out of the world" in current selected language and "Ouch. That look (sic!) like it hurt." regardless of the selected language in English. --Kumasasa 21:13, 14 June 2012 (UTC)

[X] [MP] Death- and other messages are always in English regardless of the selected language. --Kumasasa 21:21, 14 June 2012 (UTC)

  • I'm assuming this is because it's sent through chat. Otherwise it'd need to send a different language to different people on a server. -- Mustek 23:25, 14 June 2012 (UTC)
  • Yes, I assume the same. But nevertheless, in SP the messages are in local language and in MP just in English, so that's a bug for me. --Kumasasa 06:30, 15 June 2012 (UTC)

[X] The end portal frame is labeled "End Portal" in all languages. --

  • Will be fixed with the next version, the translation for the end portal frame was issued to just before release of that snapshot. --Kumasasa 06:30, 15 June 2012 (UTC)


[A] In Portuguese, characters with tilde (ã, õ) looks smaller and thinner, while the rest of the text is "bold". C with cedilla (ç) is misaligned, too. These issues apply both to Português (Portugal) and Português (BR), but not with Spanish (uses tilde too in ñ) or French (uses "ç" too, but the text as a whole is thin). Image with this bug: Lvxferre 00:56, 15 June 2012 (UTC)

[A] Language selection menu is messy and lacking consistency: Lvxferre 00:56, 15 June 2012 (UTC)

  • Some language versions are identified by code (DK, El, IE, etc.), some by country name (Venezuela, España, etc.), some by adjectives (Français, etc.). There should be some convention in this aspect;
  • Some language entries are clearly redundant, like US/CA English, and UR/AR Spanish;
  • Joke/fantasy languages as Pirate Speak, Kinglon, Quenya are thrown together with the "serious" ones. They should be marked as such, since some translations border both joke and seriousness - a good example is Australian English translation, that can be viewed as racist if one doesn't realize it's a joke (where villager = "Bruce", cave spider = "Funnel Web" and furnace = "Barbie" and Statistics = "check ya stats?").
  • Also, in Australian English "You died!" is translated to "You kicked the bucket!". --
  • Yes, wouldn't something like 'You carked it!' be more in line for the dangly-cork-hatted ones? Or is that usage too old-fashioned now? -- 20:52, 20 June 2012 (UTC)

[A] In the french translation "français(français)", the "Done" buttons are misspelled : it says "Termién", where it should be "Terminé". Just have to update the language file. -- Anadeidra , 15 June 2012

  • Termine is Spanish