Issues/Weekly 12w39b

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Crashing/system[edit | edit source]


[!!] [MP] When exploring, the server often gets a RuntimeException("Already decorating!!") and all players are disconnected. after this, players cannot reconnect (reconnect produces same exception) until the server is restarted. Issue is more likely to occur in the nether.

Sometimes produces another exception (ConcurrentModificationException) but players can reconnect without any issues afterwards: (might not be related)

[!!] I created a creative world (all default), walked around a bit, restarted minecraft, tried to load the world again and got my first crash report ever. I tried to reproduce but it didn't happened again. The world loads fine now.

[!!] Game crashes when starting up some saved games. They crash in 12w38a, 12w39a, and 12w39b. Installing 12w37a makes the games load properly again. 16:42, 1 October 2012 (UTC)

  • Same problem here: Crash on loading a saved world, but runs fine with 12w36a

Schevv 20:10, 3 October 2012 (UTC)

[!] Forest fires usually reduce my iMac to slideshow speed - tens of seconds per frame. Fire spread is far too rapid, and the performance hit if you get caught too near a large fire makes the game completely unplayable, even after I've set video quality to all the minimum settings. And allowing monsters to continue to spawn and move when the computer is under such strain is even more unfair. I gather there are plans afoot to make the rate of fire spread difficulty-dependent. Fine, but even then the worst possible fire spread setting should be toned down from what we have now. As an aside I wonder if surface forest fires might be a cause of gross unexplained lag underground? Is there a way to tell if there's a surface forest fire above you out of earshot? -- 22:04, 3 October 2012 (UTC)

[!] Memory Leak while running Server on CentOS(linux), Server left up for 24 hours used 1600MB of memory when idle. This has been since at least 12w38b when we first started to use the snapshots. Requires reboot to release memory.

I use the following script to start the server:

 BINDIR=$(dirname "$(readlink -fn "$0")")
 cd "$BINDIR"
 java -Xmx2048M -Xms2048M -jar /home/kheisler

--MusicPhreak9937 9/29/2012 12:12AM UTC

[!!] macOS Loading Minecraft using the MinecraftLauncher.jar crashes Minecraft on a black screen.

--Dlminecr 10:52, 29 September 2012 (UTC)



[F] In 12w39a the game crashed when a minecart was placed and the world wasn't playable after this anymore.

  • The 12w39b snapshot fixes have not resolved this issue, All worlds affected are corrupt.
  • To those with corrupted worlds due to this bug, you can remove the minecart(s) using an editor like MCedit or perhaps an older version of Minecraft and the problem should be solved.
  • This seems to happen sometimes and not others at random. --Mattymatny 21:03, 30 September 2012 (UTC)
  • The underlying cause of this issue has not been fixed, please do not move it to the fixed section again.--Mattymatny 02:00, 2 October 2012 (UTC)
  • What? I fixed the issue, the cause of the issue, and the effects of the issue. This is fixed. Why do you not want me to mark it as such? — Mojang AB logo.png Dinnerbone(T) 07:38, 2 October 2012 (UTC)
  • Maybe he accidentaly thought someone not-Mojangly moved this bug report into the "Fixed" section. By the way I love you for fixing this bug. --☺ Sven ? ! 08:33, 2 October 2012 (UTC)
  • Sorry for the mix up, i do most of this from a cell phone and didn't see who moved it (i blame the small screen) thanks to Kanegasi for pointing it out.--Mattymatny 18:56, 2 October 2012 (UTC)

--☺ Sven ? ! 15:26, 28 September 2012 (UTC)

[F] Crashed when I was jumping in water and exploring new area on a newly created map. Not sure which triggered the crash. When I loaded that map again I got this error report. --MFINN23

[F] The crash bug when you try to join a world still remains.--HawkBird 04:42, 29 September 2012 (UTC)

[F] Created a portal to the end and jumped in crashed game

Speedyrv 9:59am(CST) September 28, 2012

  • I have recreated this on SMP. If I use 12w39a, I can log in or travel to The End without an issue. But in 12w39b, it crashes with the same messages as this crash report. --Inertia 03:31, 29 September 2012 (UTC)
  • I also have recreated this on singleplayer. Every time I try to go to the end, it crashes. 17:24, 29 September 2012 (UTC)

[F] Crashes in the Adventure map Eronev 2 which was built and stable in 12w38b download it here: Have figured out it has something to do with the mob spawners. When all of them are removed, it loads ok...

(Jigarbov 16:56, 28 September 2012 (UTC))

[F] I can't create a world. User:ILeon/Sig

  • Me neither, gets stuck on "Generating terrain". After restarting minecraft, world appears in selection screen, but when opening MC crashes again. Log:
--GALAKTOSTalk – Win8RPx64, Java7u7x64, NVIDIA GeForce GTX 560 14:55, 28 September 2012 (UTC)
  • Confirmed for Default and Large Biomes world types. Superflat seems to be working normally. --X- 24:30, 28 september 2012 (UTC)
  • When I fly on an already generated world into new terrain, I get disconnected with an "Internal Server Error"; I'm pretty sure it's the same bug.
(I think the names in square brackets in the stack trace are MCPatcher's deobfuscations, but don't worry, the jar was vanilla) --GALAKTOSTalk – Win8RPx64, Java7u7x64, NVIDIA GeForce GTX 560 15:10, 28 September 2012 (UTC)
-- ~reptile311 (Win 7 64 Java 7u7 i7 2GHz 8GB): I've created a new world in a fresh installed minecraft 1.3.2 with minecraft.jar (12w39b) and minecraft stopped in the world generation screen with the following error (It's the first snapshot, that do not at all works for me.)
---Haxer, Same problem

[F] Minecraft Server running on CentOS crashed while loading new chunks. Both crashes happened within minutes of restarting the server. Included both crash reports for reference. When trying to downgrade back to 12w39a world remains unstable, server doesn't recognize it crashed but becomes locked up.

going back to 12w38b appears to stabilize things

[F] Random crash bug when exploring a ravine. --Keithicus420 18:27, 29 September 2012 (UTC)

[F] [SSP] Disconnected from server: Internal server error while playing SSP. Sun was just going down, probably had just hit the horizon is the only significant thing happening. Map was generated with 12w39a Used a map generated in 12w39a and same problem in map from 1.3 that was converted. Unable to generate a new map at all, gave up after waiting 10 minutes.


[F] [SSP] Same circumstances as above, but in 12w39b. The server kicked me for "Internal Server Error" and then clicking to return to the main menu crashed it.

LB(T|C) 03:16, 30 September 2012 (UTC)

[F] In 12w39b, When I attempt to "zoom out" a map multiple times without closing the crafting GUI, minecraft crashes with the following error report --Crazyape95 00:24, 1 October 2012 (UTC)

[!] When 2 or more blocks of the Void are exposed, the game becomes entirely unplayable due to lag and must be restarted. I am not sure, but breaking enough blocks MAY actually crash the game.

Gameplay[edit | edit source]


[!] [SP] While playing skyblock. Water that flows into the void causes major lag --BUcKeT777 04:58, 29 September 2012 (UTC)

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

[X] Minecarts with mobs/players inside still don`t travel through portals. --X 15:43, 2 october 2012 (UTC)

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

[X] There is no flag that makes it so that mobs can't breathe in lava. Particularly noticeable with Fire Resistance or Zombie Pigmen. A bug as old as lava itself. TorchicBlaziken 22:12, 28 September 2012 (UTC)

[X] If you use the command "spawnpoint X #over128 Z then activate it then kill yourself it does not spawn you there. It says that your home bed was missing or obstructed. I tried having a platform where my cords where but it still didn't work.

Intended feature

How is that an intended feature? Map's top is 256, not 128. In fact, sleeping in beds above this height is fixed, according to the Upcoming Features page, so why should the spawnpoint command be any different? --WolfieMario 20:39, 3 October 2012 (UTC)

[X] Ever since 1.3, player Score is bugged and doesn't work at all. It's supposed to go up when you gain experience, and did so in 1.0, 1.1, and 1.2, but it does not work anymore, always staying at 0. TorchicBlaziken 18:11, 29 September 2012 (UTC)

Then if it is a 1.3 bug post it in 1.3 bugs, dont you think?

  • No. All bugs that occur on the current snapshot are to be posted on this page, regardless of in which version they were introduced. --GALAKTOSTalk – Win8RPx64, Java7u7x64, NVIDIA GeForce GTX 560 09:46, 30 September 2012 (UTC)

[!] I reported this a few snapshots back to the regular forums. I just did this a few minutes ago in 12w39b so it's still happening. There is a major bug with maps and copying them. Copying one map is fine. Copying a pile of maps works fine but the two piles do not stack if you do it that way. There is also a DUPLICATION bug when ENLARGING maps. If you take a stack of maps that you copied and put blank papers around it to enlarge one, it actually enlarges ALL of the maps in the pile but only takes ONE. So, if you have a stack of 4 maps [1] and try to enlarge with papers,[2] you will get a stack of 3 of the original maps left in the center of the crafting table but 4 (or whatever number of maps you put in the crafting table originally) newly enlarged maps in the creation spot instead of one.[3] They are real maps, it's not a ghost image.[4] I have done this many times, logged in and out, etc. Pashta 04:31, 29 September 2012 (UTC)

[!] Linux+Windows Minecraft does not always register keys being released. That causes player to keep moving in the direction the key was pressed. Also Minecraft window sometimes loses focus after placing and saving a sign. It occurs the more often the slower the computer running minecraft is. This bug has been around at least since 1.3.x 09:31, 30 September 2012 (UTC)

  • Bug applies to Win7 14:41, 30 September 2012 (UTC)

[X] Linux When clicking, system cursor appears for a split second. 09:33, 30 September 2012 (UTC)

[X] Linux Boats float in midair above the water and/or sink below the water after placing a boat in the water, saving the map, opening the map, and then touching the boat.

A boat floating in midair above the water in an enclosed dock.

To reproduce: 1) Place boat in water; 2) Save the map; 3) Open up the same map; 4) You will see the boat floating in midair just above the water; 5) Nudge the boat slightly by going adjacent to it and it will drop into the water; 6) After dropping into the water, it will actually start to fill with water and sink slowly; 7) Go next to it and the boat will float to the top once again; 8) After that, it may start to sink again; 9) This occurs when placed in water in an enclosed dock, and sometimes in open water. --Eugeniusz 10:07, 01 October 2012 (CEST)

[X] It's still extremely laggy, sounds/damage/etc. take about 3 seconds to catch up at some points. This is on single player. --MFINN23


[A!] Lightning can be devastating on Multiplayer servers, as it causes fire, which can burn down entire forests, woolen constructs and other creations while users are sleeping. It would be good if fire control was implemented for servers --Kizzycocoa 11:15, 1 October 2012 (UTC)
[A] "Snapshop 12W39A" While on pig (Riding), travel through portal does not work --Psyscicyclic 18:27, 28 September 2012 (UTC)

Is it still an issue in 12w39b? If not, wrong page.

[A!] Villager trading is made cumbersome due to the nature of the offer renewal feature. On average, an offer can be used 7 times before a player must trade with the final offer slot to renew disabled offers. Because rarer offers are weighted to be more likely when a villager has many offers, and rarer offers tend to be more expensive or provide items which aren't as useful in large quantities, a villager which has been traded many times tends to be less useful than a villager traded only a few times. This is because, in order to renew desired offers, often an expensive or limited-use offer such as 11 emeralds for a watch must be traded. Once a villager has all its offer slots, further trading with this villager will require trading always with the last slot, putting a player at an excess of an item they may not have a use for. There is no particularly logical reason a villager can't renew their offers after making any other trade: in fact, if we assume villagers have actual jobs aside from trading, offers should be capable of renewal over time. It would be much less cumbersome to trade with villagers if *any* trade had a random chance of renewing a disabled slot. Also, it is not logical that only disabled slots can be renewed - why is there a limit to how many uses any offer can gain? Surely, if a villager amasses larger amounts of wealth, they would have more to trade and therefore be willing to trade more. Jeb has stated he intends for villagers to have more long-term benefits, but currently you are still better off building villager breeders than spending your time caring for any one particular villager. --WolfieMario 01:25, 15 August 2012 (UTC)

  • Very nice analysis. They keep saying they're trying to dissuade us from killing villagers, but the problem isn't that we kill them, it's that we MUST kill them in order to have anything even resembling a useful trading system. --5thHorseman 22:22, 16 August 2012 (UTC)

[A] There is no way to teleport a player relative to their current coordinates using command blocks. Although the idea may seem simple, there are many things which are not possible because of this (e.g. illusions to help stitch together separate areas of maps, forcefields which physically repel the player (rather than placing them at a fixed coordinate), interactive "flipbooks", etc.). There is also no way to teleport a player to fractional coordinates (e.g. y=64.5). --WolfieMario 01:26, 3 October 2012 (UTC)


[F] I don't know about anyone else but, The Nether seems more laggy than ever! Tyzoe98 2:00 PM EST September 29, 2012.

  • Annoyances go in the annoyance section. :p --Keithicus420 18:30, 29 September 2012 (UTC)


[E] I think there should be potions with infinite durations. This would make programmers not need to constantly reset the potion duration, and when the players look at their inventory, they wont see the time counting down then resetting.

Blocks[edit | edit source]


[!] When a player looks at an item frame, mobs start to glitch into and through wooden plank blocks and suffocate. The mobs don't need to be nearby and the item frame doesn't have to be visible but can be hidden behind opaque blocks as long as it is within the field of view of the player. This bug exists since 12w34a. --Obi-Wahn 10:44, 29 September 2012 (UTC). Edit: This does not occur on my Mac. May be limited to Windows. User:ken_garmany 3:45, September 2012

I'm using Windows 7 Home Premium 64-Bit. But I just tested it on another PC with Windows 7 Professional 32-Bit and could easily reproduce the bug there, too. --Obi-Wahn 17:54, 1 October 2012 (UTC)

[X] XRay ability when player is within leaf blocks. Easy to achieve with oak saplings and bonemeal. See

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

[!] Blocks are not visable through the clouds when beneath cloud level. Above or level with the clouds is fine, but anything below yeilds invisible blocks. Screenshot Links:

(sorry, cant hyperlink) 20:30, 3 October 2012 (UTC)

[X] When you begin harvesting anything then move the cursor over to another block (while still holding the left mouse button) the block you first begin to harvest breaks and drop an item!(if u harvested correctly eg: stone will drop stone if harvested with pickaxe)


[A] Breaking a block underwater doesn't show the breaking animation when standing above water [A] [MP] Sign text cannot be seen if the sign was placed before connecting. Edit: It appears this only happens sometimes. –nyuszika7h (talk) 19:58, 28 September 2012 (UTC)

[A] Mushroom blocks cannot be harvested or placed properly. In either case (even when using silk touch or the Creative Mode pickblock button), the block reverts to pores on all sides. Thus, map editors or tedious piston usage is necessary to build with non-pore mushroom blocks. It does not make sense for Silk Touch to fail to properly harvest mushroom blocks, and it makes even less sense that even commands to obtain special mushroom blocks have them reverted upon placement. --WolfieMario 01:26, 3 October 2012 (UTC)

[A] Windows When driving through a new world in a mine cart, when this world hasn't fully loaded, you lose hearts, every time the game freezes to load in part of the world. I have one mca file that I copy between worlds (0,0 -> +511, +511). That part contains a track and loads as expected, but the chunks around it are still loading, as expected. You shouldn't lose any life during loading time. Also villagers and mobs sometimes sink through the top block. --User:Setonix 19:14, 3 October 2012.


[N] Tripwire hooks will not connect to floating tripwires, or any tripwire strands that include floating tripwires, when there is a block directly underneath either, or both of the two tripwire hooks. (Floating tripwires is synonymous with tripwires above blocks like glowstone, or tnt.) Orreven 21:02, 1 October 2012 (UTC)

  • Intended behaviour, though it may not seem like it initially. — Mojang AB logo.png Dinnerbone(T) 07:41, 2 October 2012 (UTC)
Just wondering, what is it intended for? It doesn't really seem to have a purpose besides decrease the usefulness of tripwires. Orreven 21:31, 3 October 2012 (UTC)

[N] Sticky pistons, when rapidly powered/unpowered (e.g. with a lever) will lose the block they are holding and it will stay where the piston moved it to.

  • Intended behavior.
  • Yep, intentional. — Mojang AB logo.png Dinnerbone(T) 07:41, 2 October 2012 (UTC)

Items[edit | edit source]


[!] any item can be turned into Infinite stacks, if placed into a Storage Minecart, then driven into an End Portal. --Kizzycocoa 11:19, 1 October 2012 (UTC)

[X] Duplication bug: When surrounding more than one map with paper, the crafting output slot presents as many maps as are in the input slot. When these maps are taken from the output slot, only one map is removed from the input slot. For example, if you attempt to zoom a stack of 64 maps using the crafting recipe, you will get 64 zoomed maps, and keep 63 of the original map, at the cost of 8 paper. Thus you essentially almost double the amount of maps you have. --WolfieMario 21:46, 7 September 2012 (UTC)

[X] Custom Potion bug: The new custom potions can be created via game file modification, but when they are fired out of a dispenser they become whatever they were pre-modification. They work fine when drunk or thrown by a player, they just don't work when fired from a dispenser. 08:51, 3 October 2012 (UTC)

[X] Dying a wolf's collar sometimes gives a 'ghost' dye. May be related to other known 'ghost item' problems one sometimes sees, such as ghost water buckets and phantom items resulting from shift-clicking when trading with a villager who won't accept that much stock at once. -- 15:55, 3 October 2012 (UTC)


[A] [SP] Consuming Enchanted Golden Apples sometimes consumes two Enchanted golden apples, unless another item is selected. (DXUltimate 09:26, 29 September 2012 (UTC))

Actually this happens to me with any kind of food. -Obi-Wahn 10:52, 29 September 2012 (UTC)
I think it might have to do with the the fact the game is now its own server because when they did that the food issue started. Pashta 02:19, 30 September 2012 (UTC)

[A] When a map is placed on an item frame, the location of the frame is denoted with a green cursor if the frame is within the mapped region. However, if the frame is off-map, then it is denoted as a white circle, the same symbol used by players off-map. Perhaps a green circle should be added to reduce confusion? --WolfieMario 21:46, 7 September 2012 (UTC)

[A] In my opinion, the aesthetics of dyed leather armor are severely crippled by forcing them to contain non-dyed parts. While this may be to reduce confusion in PvP, the same could be achieved just by changing the texture, without forcing dyed leather armor to still prominently display brown. Alternatively, a mechanic could somehow be implemented where both components of leather armor can be dyed, allowing for more aesthetic choice rather than less (one possibility is crafting two leather armor together - another would be to dye leather itself, and craft leather onto armor for colored trim). It doesn't make sense that your character can't dye all of the leather on the armor - it's all the same material, isn't it? --WolfieMario 01:14, 14 September 2012 (UTC)

  • Very strongly agree. As currently implemented this is definitely a backwards step; there's not much point making things dyeable if you can't fully control their colour. The old dyeable leathers looked quite good as actual clothes, the new ones, especially the helmet, make Steve look like a racing driver. I'd be delighted to have both options available; could the old clothes be reinstated, possibly as new crafting recipes for wool or something? --Simons Mith[] 02:16, 14 September 2012 (UTC)


[N] I consider this a major bug because I spent a lot of time finding and obtaining these items. As of 12w39b, all of my carrot and potato items completely disappeared. This affected Potato, Carrot, Poison Potato, Golden Carrot, and Carrot on a Stick... In addition a storage minecart that included these items also completely disappeared. Night vision and Invisibility potions also disappeared. Can anyone else confirm this happened to them, or expand on explaining the issue.

  • This affects inventory items and crops that were planted before 12w39b.
  • Sounds like you may have opened the map in an older version that didn't have these items? It would cause exactly this. — Mojang AB logo.png Dinnerbone(T) 08:18, 1 October 2012 (UTC)
  • You sir are correct. Well dang, looks like that mistake cost me all my carrots and most of my potatoes.

World generator[edit | edit source]



[A] It takes about 5 minutes to create a new world on older machines. Possibly due to the new lighting. It's possible to fly to non-generated areas in creative mode and stay there for a minute without anything happening.

[A] [SSP] [CUS] Spider Mine Generation (Abandoned Mine Shafts) on older maps appear to be generated though each other. Only happens on maps generated though versions 1.2.5 beforehand, on newly explored areas. (DXUltimate 09:34, 29 September 2012 (UTC))

  • What does this have to deal with custom maps?Pokechu22 23:19, 30 September 2012 (UTC)


[F] In Snapshot 12w39b, the Nether will not generate in newly created worlds, and the loading screen will freeze at "Generating Land". Old worlds will not load new chunks, or update chunks which have already been loaded.

[F] New worlds can't be generated. Waited 20 minutes, which is beyond excessive. Tried random and known good seeds. Monitoring the process shows no activity, then 2%-3% CPU usage spikes every 30 seconds or so. Have to end process, crash file has a time stamp of when the generation started-Porrohman

  • Doesn't happen to me in suprflat, but I believe you with your crash. Pokechu22 23:17, 30 September 2012 (UTC)
  • Superflat doesn't really generate anything other than bedrock/rock/dirt so that's not a surprise. Tried again on a completely different comupter, with a fresh windows install,brand new up to date java and find the same problem. -Porrohman
* Also observed on existing SMP world after more than a day of uptime, no obvious method to recreate. My SMP world has existed since 1.2, upgrading through most snapshots, so this is not isolated to new worlds. --Inertia 01:26, 1 October 2012 (UTC)
  • I rolled back to 39a and tried a failed world. It generated fine. -Porrohman
  • Making a map of more than 2 arias will cause one of them to go blank.

Mobs/NPCs/animals[edit | edit source]


[X] Wild ocelots act like tamed cats, they keep teleporting near the player and killings chicken (not sure if the second one is intentional). This can, sometimes, lead to major lag and eventually game crash (high number of Ocelots teleporting near the player in a jungle biome, for example). They even teleport when out of the jungle biome or underground (like tamed Cats).

  • Corrected tag to bug. -- 01:49, 3 October 2012 (UTC)

[X] Bats can spawn in the mushroom island biome (tested in superflat world with mushroom island as biome)

  • Every passive mob can spawn on mushroom island biome, if the conditions are right.

[X] Cave spiders can move through solid blocks. I have a cave spider water elevator that I sealed off completely and left one airspace at the top. When I am standing on top of it and facing it, the spiders all pile up in the airspace, and all is ok. The moment I turn around, all the spiders are outside and attacking me. In previous versions this was just a visual glitch, but the spiders were still in the airspace, now they have moved through solid blocks. --BeansAndPixels 16:24, 28 September 2012 (UTC)

Were those solid blocks wooden planks? If so, I bet you were looking in the direction of an item frame when you turned around. --Obi-Wahn 16:52, 29 September 2012 (UTC)
They were wooden planks, and changing the system into stone fixed the problem. It's still a bug I guess, they are not meant to glitch trough wood. Thanks for the tip. --BeansAndPixels 15:01, 30 September 2012 (UTC)

[X] Sometimes tamed wolves (or possibly other mobs as well) would sink into the ground and get suffocated until they die. --Dorkster 19:18, 28 September 2012 (UTC)

Turns out it's the Item Frame and Wooden Plank blocks bug. --Dorkster 06:14, 30 September 2012 (UTC)

[X] Pigs will jump constantly when riding them on half-slabs.

[X] If you kill a large slime by setting it on fire, sometimes the smaller slimes will catch fire as they split from the parent. If they do, they will have disproportionately large flames. I can't tell for sure precisely what the trigger is - will update with more info if I get any. -- 01:49, 3 October 2012 (UTC)

[X] Zombie Pigmen spawned by portals in the overworld are immediately transported through the portal that spawned them. As a dramatic example, idling near this for an hour or two, will result in something like this when you go into the nether. Malsententia 18:18, 4 October 2012 (UTC)


[A] The Night Vision potion effect currently has no effect on mobs. TorchicBlaziken 15:28, 30 September 2012 (UTC)

  • Of course, what effect should night vision have on mobs? They can already see everything regardless of the light level. --☺ Sven ? ! 16:16, 30 September 2012 (UTC)

[A] The villagers become invisible when they leave the village boundary (or something), while transporting them in minecarts. Relogging fixes it, or they may become visible on their own after some time. Masa 00:59, 2 October 2012 (UTC)

[A] Wither Skeleton Skulls are the only obtainable head in survival mode. This is a real shame, as the item has some nice building potential, and it doesn't make sense that ordinary skeletons can't drop their skull. While there may not be a reasonable way for the human head to be added to survival, perhaps skeletons, zombies, and creepers can drop their heads at the same rate as wither skeletons? --WolfieMario 21:53, 7 September 2012 (UTC)

  • [OT] A case for the Vorpal Sword enchantment if I ever saw one. :-) -- 01:49, 3 October 2012 (UTC)


[F] The AI defaults to considering Cobblestone Walls as normal blocks. As such, when mobs attempt to path beyond them, they may path through them. This is significantly noticeable with Villagers. If a Villager attempts to path to a house or elsewhere when a cobblestone wall blocks this path, they will run into the wall, attempting to jump over it, and not repath around it. This is incredibly troublesome in cases where cobblestone walls attach to sides of houses - a Villager can become trapped against the Cobblestone Wall throughout the night and likely killed by a Zombie, since the AI believes it is still taking a valid path to the door. I've also just noticed Iron Golems having the same problem, not to say this isn't universal. --MegaScience 15:57, 20 September 2012 (UTC)

This bug is still prevalent in 12w39b. This will be troublesome if it makes it to full release - I'm sure mapmakers will incorporate cobblestone walls in villages, and discover all the villagers die because they get stuck against the walls all night. --MegaScience 23:39, 28 September 2012 (UTC)

[F] The witch mob in 12w39a is not fully jointed and looks like the Steve texture was copied over the old one 03:46, 29 September 2012 (UTC)

[N] There is still a GL Error with the Witch texture, causing it to show white. This problem still exists for some (including me) since 12w39b. --SN777_Divinus 23:01, 29 September 2012 (UTC)

I found the problem of the bug. Originally, the Witch texture image is 64x126. At some point, it was fixed to 64x128. While updating my texture pack, I did not observe this change until recently. Sorry for the misleading. SN777_Divinus 07:06, 01 October 2012 (UTC)

[N] Not sure if this is intended but pigs no longer can be herded with wheat. --MFINN23

  • Intended. You need carrots since 12w36a. --☺ Sven ? ! 08:02, 30 September 2012 (UTC)

[F] Tamed wolves and ocelots would randomly teleport to you even after told to sit. Has been a bug since the 1.2 update, even more buggy now as they teleport even when you're in the same chunk as them, when before it only happen if they were in an unloaded chunk. --Dorkster 19:18, 28 September 2012 (UTC)

Wrong page, post it in the 1.3.2 issues page, not here.
The point is the bug gets even more buggy in the snapshot. --Dorkster 06:14, 30 September 2012 (UTC)

[F] Even when mobGriefing is set to false, Withers can still break blocks.

Graphical/lighting[edit | edit source]


[X] The player's legs do not line up properly with the torso. It seems that each leg is set back a few pixels, and each leg is set inward a few pixels (legs overlap one another on their inner face). --Gilmoreja 06:46, 2 October 2012 (UTC)

Black flickering mobs

[X] Will the black flickering mobs, chests and player hand ever be fixed? This is really annoying. Happens since the lighting changed in Beta 1.8. Still the same in 12w39b. Graphics card is a Radeon X1650 but I know this also happens with Intel cards. More details here.

[!] Ever since the 1.8 lighting update, my lighting has been seriously messed up, especially at night. During the day, lighting is normal. However, at night, the lighting changes drastically. To describe it, it seems that the light limits have been reversed. At the surface, it's still tied to a sun light level, that is, the surface is lit up like sunlight, even though the sky is black and starry. And for caves, the lighting is restricted to moonlight, but still has gradation, as in, there are 16 notable values. This seriously breaks gameplay at night, as you can't see anything in caves without a good bit of lighting. It also breaks light beacons on the surface. I have no idea how this got by, as it seems like a glaring mistake; maybe you can figure it out! Note: This only seems to apply to actual blocks; entities are darkening as they are supposed to. --Wormy14 12:42, 30 September 2012 (UTC)

Doesn't happen to me, what kind of computer do you have?Pokechu22 23:23, 30 September 2012 (UTC)
  • It's an old PPC eMac with Java 1.5_19, that has enough processing power to run Minecraft on short/tiny, has an unnaturally dark screen at times, can't connect to external IPs, and which now has ruined sound with the 12w38b prerelease... But it works and can function, so why shouldn't it be able to run Minecraft correctly?! --Wormy14 19:47, 3 October 2012 (UTC)

[X] Pistons will not let any light through while closed, they will let some light through when open (as shown in Dinnerbone's twitter screenshot), and they will let full light through while closing, which looks really bad. --GALAKTOSTalk – Win8RPx64, Java7u7x64, NVIDIA GeForce GTX 560 14:57, 28 September 2012 (UTC)

  • The full light thing has been in the game for a while, but it is annoying. Also, pistons don't let light through the base, only through the head. Pokechu22 23:25, 30 September 2012 (UTC)

[X] The combination upside-down slab next to normal slab lets light pass.

A slab floating in the air half a block above the ground, beside a slab on the ground lets through light.

--GALAKTOSTalk – Win8RPx64, Java7u7x64, NVIDIA GeForce GTX 560 15:06, 28 September 2012 (UTC)

[A!] Appear to have problems with lighting in the Nether in 12w39b. As in, there are no "live" lighting updates when placing a torch. You have to leave and re-enter the Nether for it to recalculate. Even then, doesnt work properly. Doesnt prevent blazes from spawning in a extremely torch spammed area. Youtube video to follow. Anyone with same problem/able to reproduce on their game(s)? - -- Avidkaos999 08:06, 3 October 2012 (UTC)


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


[F] Farmland exhibits very dark lighting in the sunlight, version 12w39a. Not sure if this was fixed in 12w39b, didn't see it mentioned as a bug yet.[5] Win7SP1x64 Java 7u7x64, NVIDIA GeForce 610M --CapSAR273 14:37, 29 September 2012 (UTC)

It was fixed in 12w39b, but you have to wait for or force a lighting update. --Obi-Wahn 17:05, 29 September 2012 (UTC)

[F] In the Nether, there are some lighting bugs such as glowstone not producing light.

  • Reworded for clarity.

[S] In Minecraft 12w39b the lighting on wooden planks is off as well, not just stairs, and for some reason the top chest is darker than the bottom one in my house. I will try to figure out how to upload photos or link them here. [6] [7]Pashta 03:34, 29 September 2012 (UTC)

  • As mentioned in the snapshot blog post; smooth lighting does not currently work with slabs/stairs. — Mojang AB logo.png Dinnerbone(T) 08:28, 1 October 2012 (UTC)
  • But it was working fine before this update... I didn't change any settings. ?? I just went and checked and when I turned smooth lighting off it was actually worse. Smooth lighting ON:[[8]] Smooth lighting OFF:[[9]]Pashta 23:14, 1 October 2012 (UTC)

[N] In Minecraft snapshot 12w39a the lighting on the stairs is a bit off but seems better in 12w39b. --Ash Avalon 21:20, 28 September 2012 (UTC)

Weird lighting pattern seen .
  • I don't see the issue. This is the intentional look. Remember that with smooth lighting off, things don't blend in that well. — Mojang AB logo.png Dinnerbone(T) 08:28, 1 October 2012 (UTC)

[S] In Minecraft version 12w39A The Ice block's lighting seems to be off as you get a grid of see through lines. It outlines each chunk. Ice Evidence --Sgthotshot09 - Win7SP1x64, Java7u7x64, NVIDIA Quadro 2000m 16:38, 28 September 2012

More screenshots --GALAKTOSTalk – Win8RPx64, Java7u7x64, NVIDIA GeForce GTX 560 17:03, 28 September 2012 (UTC)
Happens in 12w39b too --GALAKTOSTalk – Win8RPx64, Java7u7x64, NVIDIA GeForce GTX 560 17:04, 28 September 2012 (UTC)
  • This has been happening since like forever and only happens with smooth lightning turned off. --☺ Sven ? ! 18:30, 28 September 2012 (UTC)
  • No, sir, I am 100% sure I had smooth lighting on when taking these screenshots. --GALAKTOSTalk – Win8RPx64, Java7u7x64, NVIDIA GeForce GTX 560 13:54, 29 September 2012 (UTC)
  • But it only happened without smooth lightning before. Must be a new bug. --☺ Sven ? ! 14:11, 29 September 2012 (UTC)
  • that bug has been there since ice was implemented, with or without smooth lighning.
  • It happens to me too, when I don't have fancy graphics on -- 03:09, 30 September 2012 (UTC)
  • An ancient bug that we can't fix until the render rewrite. Sorry! — Mojang AB logo.png Dinnerbone(T) 08:28, 1 October 2012 (UTC)

Sounds[edit | edit source]


[!] My sounds have now been severely mauled with the new sound engine. The sounds are ground out, with 90% loud static, even with clicking on the main menu. And the music sounds like a nightmare when it plays, no missing it with music on there! The issue only occurs with 12w28b and later, previous releases and snapshots still work fine. --Wormy14 12:46, 30 September 2012 (UTC)

[!] no player sounds at all like walking, menu sounds. no animal sounds cow pig sheep, chickens work. also none made the walking sound at all. all worked fine until the 38 week release with new sounds

[X] [Su] Fire extinguish sound does not play in survival, it only works in creative. (Present since 1.3 snapshots) Masa 16:12, 1 October 2012 (UTC)

[X] If you occupy the same block as a sitting wolf you get continual footstep sounds even though neither you nor the wolf are moving. Easiest to demonstrate when the wolf is in a corner. May well apply to sharing space with any mob.-- 01:52, 3 October 2012 (UTC)



[F] Shooting an arrow into water in 12w39a makes the water sound glitch out.

And in this snapshot 12w39b ? -- 15:54, 28 September 2012 (UTC)
  • It's been fixed in the latest snapshot. Jarble 16:23, 28 September 2012 (UTC)

[F] Skeletons make a continuous aggravating and very loud sound when stuck in water flow, most notably when in caves at the bottom of a pit where a water fall is occurring. Began happening when the new sounds were introduced.

Not the right format for a bug report, but close. Also sign your name with --~~~~. Pokechu22 23:06, 30 September 2012 (UTC)

[F] Typing "xp 30000" will pretty much kill your ears from the chimes.Pokechu22 23:06, 30 September 2012 (UTC)

Menus[edit | edit source]


[X] When turning fullscreen off or on in the video settings then hitting F11 to switch back it doesn't work and the fullscreen status is incorrect (assuming was correct in the first place) e.g. it says 'Fullscreen: ON' when in windowed mode.


[A] Now that the other wooden stair types has been added, the "Building Blocks" section needs to be reordered, also Oak Wood Stairs needs to go right before Spruce Wood Stairs. Image:


[F] When using the 32 bit version of Java and setting the render distance to far in the video settings the "A 64 bit Java installation is recommended for 'Far' render distance (you have 32 bit)" message is covered by the bottom 2 buttons.

In-game interfaces/HUD[edit | edit source]


[X] Sometimes block placement doesn't quite produce what you want. Most noticeable at present with corner stairs. They unshape and reshape in a mostly-predictable way but sometimes you get odd behaviour. I'd suggest this is an omission in the UI - I think one either needs to be able to control whether or not blocks reshape when you place or remove adjacent blocks, or else you need better feedback about what you're going to get. For example, at present placing blocks makes them 'join to what's present', and removing blocks causes other blocks left behind to 'reshape dynamically'. If there was some better feedback on what was going to happen, or a way to control the reshaping behaviour (for example by shift-placing and shift-removing) I think that would plug a hole in the current block placement UI. -- 17:03, 3 October 2012 (UTC)


[A] [SMP] [?] When you die, pressing the respawn button will take several seconds before you respawn or won't respawn at all. Not sure if this is a bug or it is caused by lag. NeedAGoodUsername 20:24, 28 September 2012 (UTC)

  • This is caused by lag. I know this because on some laggy servers, when i die, it takes several seconds to respawn or for anything to happen. Trigger hurt 15:18, 30 September 2012 (UTC)


Chat/commands[edit | edit source]


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

[X] Sometimes the server glitches out and makes you talk as someone else.

[X] You can not use command blocks to op/deop someone, or switch a gamemode. You may not be able to use other commands as well. Pokechu22 23:11, 30 September 2012 (UTC)

  • I'm pretty sure that this is intentional; give the Command Block article a read. Though you should be able to change game mode. LB(T|C) 00:40, 1 October 2012 (UTC)



Language/text files[edit | edit source]




References[edit | edit source]