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Mojang has an official bug tracker and does not track bugs for any editions of Minecraft on this wiki. Please use the appropriate bug tracker to report and view current bug reports.

Java: bugs.mojang.com/browse/MC.
Bedrock: bugs.mojang.com/browse/MCPE.


For further info, see the issues notice page.
Do not delete this page, any issues currently being recorded are purely for archiving purposes.
Issues
Full releases
Pre-releases
Weekly releases

Crashing/System[]

Bugs

[!!] My mob farm (egg) throws the items into the nether for safe keeping so they don't de-spawn. When I went through to the nether after about 20 stacks, I started to fall through the world, but not die (like a chunk error on a server). I decided to relog, and ever since I'm receiving a crash error similar to the one shown below. After the error, my world was corrupt as I was receiving this error every time I chose to play that specific Single Player world.

--CallumTennant 10:12, 2 September 2012 (UTC)

[!!] Trying to create a zoomed out map in multiplayer crashes the client, shows dirt wallpaper then "Minecraft has crashed" error message - It occurs in both creative and survival modes - this is reproducible every time. Ocker 01:01, 25 August 2012 (UTC)

[!!] Creating a zoomed out map in multiplayer causes a client-side crash as Ocker outlined above. Crash report posted. Issue confirmed with Mac, Windows 7, Windows XP with both 1.6.x and 1.7.x Java builds.

- World MpServer Players: 1 total; [aun['lordfirefox'/4108, l='MpServer', x=95.85, y=68.62, z=251.89}} - World MpServer Chunk Stats: MultiplayerChunkCache: 441 - Forced Entities: 117 total; [nx['Creeper'/6813, l='MpServer', x=49.50, y=50.00, z=222.50], aun['lordfirefox'/4108, l='MpServer', x=95.85, y=68.62, z=251.89], ns['item.tile.sapling.oak'/7055, l='MpServer', x=42.34, y=64.13, z=230.75], ns['item.tile.sapling.oak'/7300, l='MpServer', x=42.88, y=65.13, z=234.81], oh['Skeleton'/6799, l='MpServer', x=157.87, y=42.00, z=221.50], nx['Creeper'/5723, l='MpServer', x=156.50, y=44.00, z=239.50], oh['Skeleton'/5955, l='MpServer', x=171.50, y=20.00, z=323.50], oh['Skeleton'/6307, l='MpServer', x=167.50, y=49.00, z=218.50], ok['Zombie'/4876, l='MpServer', x=58.44, y=21.00, z=284.97], ns['item.tile.sapling.oak'/7055, l='MpServer', x=42.34, y=64.13, z=230.75], ok['Zombie'/6581, l='MpServer', x=165.50, y=44.00, z=325.50], ns['item.tile.sapling.oak'/7019, l='MpServer', x=67.58, y=70.13, z=291.92], oh['Skeleton'/7623, l='MpServer', x=96.31, y=52.00, z=301.87], ok['Zombie'/7626, l='MpServer', x=94.50, y=52.00, z=301.50], ok['Zombie'/7624, l='MpServer', x=94.50, y=52.00, z=303.50], nx['Creeper'/6006, l='MpServer', x=147.50, y=53.00, z=214.50], ok['Zombie'/7625, l='MpServer', x=95.50, y=52.00, z=304.50], nx['Creeper'/6007, l='MpServer', x=151.50, y=53.00, z=215.50], oh['Skeleton'/6557, l='MpServer', x=163.02, y=17.00, z=237.53], nx['Creeper'/6876, l='MpServer', x=116.50, y=38.00, z=219.50], nx['Creeper'/7116, l='MpServer', x=167.50, y=17.00, z=314.50], nx['Creeper'/7117, l='MpServer', x=168.50, y=17.00, z=311.50], oh['Skeleton'/7592, l='MpServer', x=173.50, y=34.00, z=252.50], oh['Skeleton'/7593, l='MpServer', x=173.50, y=34.00, z=254.50], oh['Skeleton'/7129, l='MpServer', x=134.07, y=11.00, z=186.07], oh['Skeleton'/7128, l='MpServer', x=135.31, y=11.00, z=189.44], ok['Zombie'/7605, l='MpServer', x=65.50, y=36.00, z=306.50], ok['Zombie'/7604, l='MpServer', x=60.50, y=39.00, z=309.00], oh['Skeleton'/7609, l='MpServer', x=136.32, y=44.29, z=223.20], ok['Zombie'/5893, l='MpServer', x=117.50, y=25.00, z=217.50], oh['Skeleton'/6373, l='MpServer', x=146.50, y=43.00, z=223.50], ok['Zombie'/5891, l='MpServer', x=116.50, y=25.00, z=217.50], ns['item.tile.sapling.oak'/5649, l='MpServer', x=65.88, y=74.13, z=290.13], oj['Spider'/7125, l='MpServer', x=133.06, y=11.00, z=184.06], oj['Spider'/7124, l='MpServer', x=137.00, y=11.00, z=187.66], ns['item.tile.sapling.oak'/5649, l='MpServer', x=65.88, y=74.13, z=290.13], oj['Spider'/5937, l='MpServer', x=61.56, y=13.73, z=274.72], nx['Creeper'/7571, l='MpServer', x=173.50, y=34.00, z=262.50], ok['Zombie'/7569, l='MpServer', x=67.50, y=50.00, z=300.50], ns['item.tile.sapling.oak'/7300, l='MpServer', x=42.88, y=65.13, z=234.81], nx['Creeper'/7572, l='MpServer', x=167.50, y=34.00, z=267.50], ns['item.tile.sapling.oak'/5925, l='MpServer', x=66.88, y=69.13, z=300.28], nx['Creeper'/6887, l='MpServer', x=162.50, y=16.00, z=194.50], ok['Zombie'/6935, l='MpServer', x=32.50, y=29.00, z=276.50], nb['Sheep'/153, l='MpServer', x=16.50, y=76.00, z=231.03], nb['Sheep'/156, l='MpServer', x=17.28, y=76.00, z=227.22], oh['Skeleton'/7745, l='MpServer', x=17.50, y=50.00, z=315.50], nx['Creeper'/6942, l='MpServer', x=90.34, y=36.00, z=293.50], oj['Spider'/6090, l='MpServer', x=136.16, y=36.00, z=225.84], nx['Creeper'/6943, l='MpServer', x=97.53, y=37.00, z=289.31], ok['Zombie'/6457, l='MpServer', x=126.50, y=16.00, z=181.50], nx['Creeper'/6940, l='MpServer', x=96.50, y=37.00, z=299.50], nx['Creeper'/6941, l='MpServer', x=94.34, y=37.00, z=296.59], oh['Skeleton'/6092, l='MpServer', x=136.38, y=36.00, z=227.69], ng['Wolf'/171, l='MpServer', x=52.28, y=64.00, z=321.88], nx['Creeper'/5590, l='MpServer', x=146.50, y=35.00, z=202.50], na['Pig'/168, l='MpServer', x=29.47, y=70.00, z=227.88], nx['Creeper'/6944, l='MpServer', x=89.50, y=56.00, z=294.50], na['Pig'/167, l='MpServer', x=31.50, y=68.00, z=228.47], na['Pig'/166, l='MpServer', x=35.03, y=68.00, z=221.03], na['Pig'/165, l='MpServer', x=31.50, y=68.00, z=229.78], nb['Sheep'/186, l='MpServer', x=67.50, y=72.00, z=326.50], nb['Sheep'/187, l='MpServer', x=68.50, y=72.00, z=324.50], nx['Creeper'/6693, l='MpServer', x=135.50, y=30.00, z=207.50], nb['Sheep'/184, l='MpServer', x=56.50, y=64.00, z=216.84], nb['Sheep'/185, l='MpServer', x=71.50, y=73.00, z=326.50], na['Pig'/190, l='MpServer', x=76.50, y=71.00, z=297.50], na['Pig'/191, l='MpServer', x=79.50, y=71.00, z=297.50], nb['Sheep'/188, l='MpServer', x=71.50, y=73.00, z=321.50], oj['Spider'/7242, l='MpServer', x=136.72, y=16.00, z=198.25], na['Pig'/189, l='MpServer', x=73.50, y=71.00, z=296.50], oh['Skeleton'/6972, l='MpServer', x=171.50, y=59.00, z=202.50], oh['Skeleton'/6973, l='MpServer', x=168.50, y=59.00, z=206.50], oh['Skeleton'/6974, l='MpServer', x=169.50, y=59.00, z=205.50], nb['Sheep'/176, l='MpServer', x=54.50, y=69.00, z=331.19], nb['Sheep'/182, l='MpServer', x=56.50, y=64.00, z=218.22], nb['Sheep'/183, l='MpServer', x=59.50, y=64.00, z=218.50], oj['Spider'/6971, l='MpServer', x=169.50, y=59.00, z=203.50], nb['Sheep'/181, l='MpServer', x=56.50, y=64.00, z=215.47], ok['Zombie'/6262, l='MpServer', x=23.50, y=50.00, z=308.50], mv['Chicken'/205, l='MpServer', x=121.56, y=69.00, z=277.34], mv['Chicken'/204, l='MpServer', x=123.31, y=65.00, z=197.53], mv['Chicken'/207, l='MpServer', x=131.50, y=69.00, z=280.50], nx['Creeper'/6261, l='MpServer', x=23.50, y=50.00, z=310.50], mv['Chicken'/206, l='MpServer', x=129.63, y=70.00, z=281.84], mv['Chicken'/201, l='MpServer', x=128.59, y=67.00, z=180.59], ok['Zombie'/7468, l='MpServer', x=68.50, y=32.00, z=244.50], ns['item.item.bone'/5958, l='MpServer', x=152.28, y=10.53, z=193.38], mv['Chicken'/203, l='MpServer', x=130.50, y=66.00, z=196.50], mv['Chicken'/202, l='MpServer', x=127.59, y=66.00, z=195.53], ns['item.item.arrow'/5957, l='MpServer', x=152.28, y=10.53, z=193.38], ns['item.tile.sapling.oak'/6044, l='MpServer', x=103.13, y=64.13, z=227.72], ns['item.item.arrow'/5956, l='MpServer', x=152.28, y=10.53, z=193.38], na['Pig'/192, l='MpServer', x=73.50, y=71.00, z=300.50], ns['item.tile.sapling.oak'/5925, l='MpServer', x=66.88, y=69.13, z=300.28], mv['Chicken'/216, l='MpServer', x=122.50, y=72.00, z=316.50], mv['Chicken'/212, l='MpServer', x=120.50, y=71.00, z=289.50], mv['Chicken'/213, l='MpServer', x=120.50, y=71.00, z=316.50], mv['Chicken'/214, l='MpServer', x=121.50, y=71.00, z=314.50], mv['Chicken'/215, l='MpServer', x=121.53, y=72.00, z=322.41], mv['Chicken'/208, l='MpServer', x=129.50, y=70.00, z=282.50], mv['Chicken'/209, l='MpServer', x=124.50, y=69.00, z=286.50], mv['Chicken'/210, l='MpServer', x=122.50, y=71.00, z=288.50], mv['Chicken'/211, l='MpServer', x=124.50, y=69.00, z=285.50], mv['Chicken'/239, l='MpServer', x=162.63, y=69.00, z=173.63], oh['Skeleton'/4299, l='MpServer', x=64.50, y=37.00, z=308.09], nx['Creeper'/6077, l='MpServer', x=75.50, y=12.00, z=254.50], ns['item.tile.sapling.oak'/7019, l='MpServer', x=67.58, y=70.13, z=291.92], ok['Zombie'/6053, l='MpServer', x=169.91, y=16.00, z=228.50], oh['Skeleton'/5097, l='MpServer', x=68.28, y=32.00, z=300.09], oh['Skeleton'/4860, l='MpServer', x=158.50, y=17.00, z=204.50], mv['Chicken'/246, l='MpServer', x=162.53, y=61.00, z=226.31], mv['Chicken'/244, l='MpServer', x=173.50, y=63.00, z=236.50], mv['Chicken'/245, l='MpServer', x=161.44, y=62.41, z=242.56], mv['Chicken'/242, l='MpServer', x=172.50, y=70.00, z=179.50], mv['Chicken'/243, l='MpServer', x=172.50, y=63.00, z=237.50], mv['Chicken'/240, l='MpServer', x=173.50, y=70.00, z=178.50}} - Retry Entities: 0 total; []

java.lang.NullPointerException at tq.a(SourceFile:30) at ts.a(SourceFile:702) at pq.a(SourceFile:53) at pp.a(SourceFile:70) at qf.d(SourceFile:76) at ph.a(SourceFile:141) at auj.a(SourceFile:274) at arg.a(SourceFile:297) at arg.a(SourceFile:277) at aqm.d(SourceFile:112) at aqm.m(SourceFile:100) at net.minecraft.client.Minecraft.l(SourceFile:1100) at net.minecraft.client.Minecraft.J(SourceFile:606) at net.minecraft.client.Minecraft.run(SourceFile:558) at java.lang.Thread.run(Unknown Source) --- END ERROR REPORT 3fe55e18 ----------}}Lordfirefox 11:30, 25 August 2012 (UTC)

[!!] [?] 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 happened in several snapshot and non-snapshot updates, when the game's played for a fairly long period of time. 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)
Just got this issue again. re-adding to crashes. --Kizzycocoa 12:33, 25 August 2012 (UTC)
I'm pre-sure this is a on-your end problem. I do not have any of these crashes in any way. On a side note, I think this is your java being having problems. try reinstalling? --188.81.160.200 16:04, 25 August 2012 (UTC)
don't even get my started on java. java is a pain in the ass to reinstall. I've done it three times already - none of them helped. --Kizzycocoa 17:08, 25 August 2012 (UTC)

iVilux: Confirmed on multiplayer.
[!!] Unexpected Crashes

The Game... just crashes for me. It can happen anytime, no action in-game seems to trigger the crash. There are 2 sorts. The First type is where an Error Message saying 'Java (R) Binary platform has crashed' and the second where the game just exits with no prompt or warning. It can happen a few seconds into loading a world or after playing for a few minutes. Any ideas?

  • Has happened to me aswell.I removed the [?] because I can confirm. Also started happening since

SP And MP were merged


Crashes.

noticed that sometimes on login to a newly generated SMP world (after editing server.properties) you will spawn in and fall through the void crashing the server, also observed other player seeming to have related symptoms during SMP play with the latest snapshot but did not notice server being affected in this case. Too-DAMN-Much50.53.202.145 01:33, 28 August 2012 (UTC)

Added to above.

seems as though editing the properties with LARGEBIOMES in place of default, or changing the world seed causes this issue for the local player (host), using default server.properties file seems to work however as long as neither are changed. for non-local player it honestly seemed pretty random, completely unsure what caused it for the non-local player, unfortunately, restarting server and clients produces no change in results in either case. Too-DAMN-Much50.53.202.145 01:39, 28 August 2012 (UTC)

[!!] Occasionally, at least for me, Minecraft crashes without an error report when switching to fullscreen using F11. Running Windows XP, using quad core processor, 4g RAM and 80g left of storage. Video card supports most games to maximum settings without lag. Drivers updated last week.

  • Confirmed, happened since 1.3.2, when in normal play, if you press f11, it will immediately crash the java platform. Windows 7, quad core, 8g RAM. New system with GeForce video card. 98.70.53.133 22:10, 1 September 2012 (UTC)

[!!] Players have somehow managed to corrupt a remote region of the map, which causes all players to get the following crash report on their client:

--Inertia 03:58, 31 August 2012 (UTC)

[!!] So I was playing around with the new portal feature by throwing some items through the portal blocks. After firing some arrows through it, the game crashed and gave this:

- World New World Entities: 0 total; [] - World New World Players: 0 total; [] - World New World Chunk Stats: ServerChunkCache: 0 Drop: 0 - Type: Integrated Server

java.lang.OutOfMemoryError at java.util.zip.Inflater.init(Native Method) at java.util.zip.Inflater.<init>(Unknown Source) at java.util.zip.Inflater.<init>(Unknown Source) at java.util.zip.InflaterInputStream.<init>(Unknown Source) at xm.a(SourceFile:200) at xo.c(SourceFile:91) at xp.a(SourceFile:52) at gu.e(SourceFile:102) at gu.c(SourceFile:64) at gu.d(SourceFile:91) at vg.e(SourceFile:244) at vg.a(SourceFile:187) at vu.b(SourceFile:63) at vu.a(SourceFile:40) at ew.a(SourceFile:349) at jr.b(SourceFile:1441) at jr.y(SourceFile:301) at jr.i_(SourceFile:266) at os.i_(SourceFile:157) at vg.a(SourceFile:1199) at gv.a(SourceFile:422) at vg.g(SourceFile:1178) at vg.h(SourceFile:1103) at gv.h(SourceFile:350) at net.minecraft.server.MinecraftServer.r(SourceFile:437) at net.minecraft.server.MinecraftServer.q(SourceFile:380) at azj.q(SourceFile:111) at net.minecraft.server.MinecraftServer.run(SourceFile:313) at es.run(SourceFile:536) --- END ERROR REPORT 4ffbc2a8 ----------}} (Says OutOfMemoryError, might be my computer and not the game.)

[!!] I'm having a crash bug occur several times when I change from one texture pack back to default. As I click on "Default", the background changes, and freezes before giving me the crash report. Here it is:

--Keithicus420 22:49, 5 September 2012 (UTC)

Annoyances

[A!] Walking around the nether seems extremely laggy. More-so than normally. It seems to be smooth for several seconds and then freeze momentarily every 3 or 4 seconds. This will cause interesting lag related issues such as suddenly turning 90 degrees into a lava pool, or being a few seconds too late on hitting that ghast bomb back to him. The nether has always been laggy but now it is un-navigable. It even does it when in an enclosed space (the system doesn't; have to draw anything "outside". There is a ton of stuff I could submit with this... would like to know the info that is requested before I paste a bunch of useless stuff. Kittani1977 21:35, 27 August 2012 (UTC)

  • Confirmed. The lag is nearly always there when running/sprinting through the nether, and it's almost unplayable when flying. It's not related to the hardware: i7 2600, 16GB RAM, Nvidia GTX 580, Samsung SSD 830. Also, I didn't experienced such lag in earlier versions. Anub!s

Fixed/Skipped

Gameplay[]

Bugs

[!] major bug. when you're playing single player you can read all signs. they work perfectly. but when someone joins your world they see almost every sign blank. the only current way to fix this is for the second player to log out and log in again.--League 08:48, 28 August 2012 (UTC)

[X] Severe duplication bug. To recreate, first log in as a player. Open the game to lan with cheats, and have another player join. Use /gamerule to turn off inventory loss on death. There are Player A and Player B. Have Player B leave the game. Have Player A kill themselves, but don't click respawn. Close out Minecraft. Open it back up, but sign in as Player B. Click respawn. Open game to LAN. Log in as Player B from elsewhere, this will kick the first Player B and force close the LAN world. Log back in as Player A, and click respawn. Open the game to LAN. Have Player B log in, and click respawn. Now Player B has all of the data of Player A, including his Ender Chest and inventory. Not sure if this is replicable in online multiplayer, but I assume it is because of the code merge. May not seem practical, but on an online server it could be easily abused.

In my tests this has nothing to to with the death screen or respawning, it is a singleplayer/LAN-only issue because of the way single player and the LAN server work. As far as I can see there is no way to cause this kind of duplication on normal multiplayer servers. User:LB(User talk:LB|Special:Contributions/LB) 00:01, 30 August 2012 (UTC)

[X] Thunderstorms occur nearly every day in the afternoon in a creative world created in 1.2.5 with cheats enabled. Besides, rain without thunder don't seem to occur at all anymore (unless using "/weather rain"). Missingno 26 18:53, 1 September 2012 (UTC)

  • Could you explain how you used cheats in 1.2.5, wouldn't you have to use a mod like single player commands or similar? 98.70.53.133 22:16, 1 September 2012 (UTC)
  • Well, the world was created in 1.2.5 but I play it in 12w34b which is a version that do have the "enable cheats" option. When you do so, the old world attempt to adapt to the new version and so cheats are automatically enabled. PS : I've never used any mod. Missingno 26 05:36, 2 September 2012 (UTC)

[X] Shift clicking armor from the survival tab of the creative menu is once again broken. Items disappear. This was fixed in 1.3.2 and may be due to the brief 1.3/1.4 fork. -- Williewillus 20:02, 25 August (CDT)

[X] When Invisible if you go into F5 mode, you will not swing the item in your hand. Also in multiplayer being invisible was weird, in F5 mode i had my friend's movement, when he moved my weapon like was moving.

  • Not a major bug; downgrading. --Keithicus420 19:15, 25 August 2012 (UTC)

[!] Nether Portals will sometimes sends you to weird locations. I created a new world, made a portal, went through and traveled a few hundred blocks. I wanted to try the new feature where you can send zombie pigmen through the portal, so I made one and it went through no problem. When I got through, however, i ended up inside stone. I was in creative mode, so I didn't suffocate. I then dug around me and looked for the portal and found it 22 blocks directly above my head. The portal placement seemed to be right (it was in a cave), but it was solid rock all the way up to the cave. I went through again and back, and then I ended up right next to the portal as I was supposed to. The zombie pigman rightly ended up in the cave the first time, though. 91.144.213.35 14:23, 24 August 2012 (UTC)

[X] Wearing a pumpkin makes your players head look down as well as an item your holding.

[X] No matter which direction you're facing when entering a Nether portal, the exit portal will reorient you to a particular direction which does not change. I can see how, in some circumstances, this would be advantageous, particularly if it is possible to control this effect but it is annoying to reappear facing a wall or, even worse, being injured by said wall (which also seems to happen now). --Tseotet 21:52, 26 August 2012 (UTC)

[X] If you create a second/third/... portal in the overworld, it will not generate a new portal in the Nether, but always point to the first netherportal. This is very annoying in SMP as the return trip takes you to the first overworld portal—not the portal you came in—which may be kilometers away and in hostile territory. 78.22.172.199 11:32, 3 September 2012 (UTC)

  • Could you tell us coordinates, please, because the game isn't supposed to make a new portal every time if there is one close enough, see full explanation here 98.70.53.133 17:01, 3 September 2012 (UTC)

[X] When you place a map into an item frame it creates a "player" marker that can be seen on all maps (very useful) but I've experienced the marker remaining even after you take down the framed map and/or place the same map in another frame at a new location --BlyssfulAbyss 09:55, 27 August 2012 (UTC)

  • Also shortly after the white marker displaying my current location ceased displaying on both the framed and held map --BlyssfulAbyss 10:12, 27 August 2012 (UTC)

[X] Fires created by lighting seem to be accompanied by air block on fire, which create light and fire noises but do not visibly burn unless a block is placed beside them. This invisible fire can also cause you to have a flaming animation when near it, but it doesn't hurt you. The fire will not go out unless the flaming air block is covered. Pareidolon 04:46, 29 August 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.

[!] Sometimes when closing a chest (with the inventory key or Esc), the inventory changes won't be saved and I have to go back to the chest to make the changes, sometimes even 10 times. --Galaxy_2Alex (Talk)

[X] Unsure if this occurs with other players, but for some reason whenever I shoot arrows, they almost instantly flop to the ground, then after hitting the ground, suddenly jump to where they would have landed had they flown correctly. Pharap 00:47, 6 September 2012 (UTC)

Annoyances

[A!] Thunderstorms can cause massive chaos, due to fire spread. on my server, where it's hard, for the mob difficulty. we lost all 3 of our jungle houses, all separated a fair ways (>80 blocks), due to lightning. perhaps split the fire spreading into a new gamerule? I've had to stop fire ticking completely, causing lots of thunder-made fire spots on the landscape. --Kizzycocoa 13:27, 26 August 2012 (UTC)

  • I had the same issue with a surface lava lake. Both a jungle and a forest have been completely annihilated in a few minutes of extreme lags that prevented me to do anything. In my own opinion, this new feature need some rework. PS : even on Easy difficulty, it's nearly impossible to stop a forest fire. Missingno 26 17:49, 26 August 2012 (UTC)
  • Just did some tests. Peaceful fire won't spread very far or fast, Easy and above is insane and overly destructive. I found lava pools that wiped out he forests and jundles they spawned in, a single flnt and steel hit in a jungle wiped out everything in about 15 minutes in the far view area. because of the tendancy for surface lava pols to geneate in forests I imagine any generated world won't have any forests in them withina few hours of playing with those chunks loaded. Storms on the other hand seemed to inhibit the growth of forest fires, even on hard mode. Kittani1977 03:14, 27 August 2012 (UTC)
  • It happened to me one more time in a newly generated world in 12w34b : A jungle went up in flames in my first day while I was forcing the loading of these rebellious chunks that don't want to load until you go inside them. Seriously, I miss the old, effective singleplayer ... Missingno 26 07:24, 27 August 2012 (UTC)
  • I think that fire should, like explosions, be based on difficulty. I've experienced these problems as well, on a fresh generated world i spawned in a jungle, near a lava lake. Sorry i forgot to get the seed, i was playing on hardcore and i got caught in some fire, and as a result failed to make it into the water pool next to the lava. Now being on hardcore i can imagine that it would spread fast, but on an easy world? No.

[A!] It seems like there is a time lag between the visual position of mobs and their actual position (players included). This makes melee battle hazardous and frustrating as you often get hit while it's visually illogical and it's also hard to hit mobs. This annoyance lasts since SSP and SMP merged, in version 1.3. Prior to this release, I had never suffered from any mob-related lags. Missingno 26 18:16, 3 September 2012 (UTC)

[A] the Shift-Click bug is still present in Minecraft. At random points, the game decided to act as if shift is held down, in relation to material transfers. crafting cannot be done at all, and basic inventory admining is exceedingly hard to do. solved by closing the launcher itself. doesn't get solved by leaving the MC game, then re-entering. This bug has been present for ages, back to the days of 1.0.0 --Kizzycocoa 17:41, 24 August 2012 (UTC)

  • This is NOT a glitch but this is actually a feature. You can activate it by pressing both SHIFT keys at once and deactive by pressing RSHIFT. 1.171.114.97 4:33, 25 August 2012 (UTC)
I have not, at any point, done both shifts together. it cannot be a feature. --Kizzycocoa 17:07, 25 August 2012 (UTC)
confirmed that is a solution, but this issue happens randomly for me. I never even touch the right shift - I'm left handed. --Kizzycocoa 13:27, 26 August 2012 (UTC)
Sounds like the windows sticky-keys "feature". Pressing left-shift multiple times rapidly can turn it on, which is very annoying. 173.183.158.32 02:17, 4 September 2012 (UTC)

[A] In the new snapshot mobs can travel in the portal but they stay still in the same position

  • Downgraded to annoyance. This is due to the fact that only one dimension is loaded and being simulated at once. 91.144.213.35 14:39, 24 August 2012 (UTC)

[A] When you are invisible in minecraft villagers still see you and still stare at you.

[A] Travelling through nether portals often causes the player to become stuck in a wall, provided one side of the portal is blocked off. In rarer cases, travelling through has caused the player to fall through the floor. Additionally, upon entering/leaving the nether, the player is no longer provided with the 'nether portal immunity', and if they fail to move, will be sent back to the dimension they came from. (Excuse my poor sentence structuring, I'm a tad braindead at the moment.) --Weena 18:38, 25 August (AEST)

  • From what I've tested, the "Nausea" potion effect occurs but the player isn't teleported. -- Williewillus
  • Whoops, you're right! My bad. --Weena 11:23, 26 August 2012 (AEST)

[A] Potatoes and Carrots that have been placed on farmland without a watersource beside it (dirt that have been hoed during rain and therefore is 'fertile') will, when the rain stops and the farmland gets dry, just drop off. This is unlike Wheat that still grows although slowly. - Floedekage

[A] Likely intentional, but not intuitive: Entities that are placed in The End Monument (i.e., the exit portal in The End) loop to the entry point of The End. It would perhaps make more sense for entities to instead go to spawn (since entities do not have a bed). --66.133.216.4 07:27, 26 August 2012 (UTC)

[A] The bobbing animation is still shown when in a moving Minecart on a hill, even when it is set to "off". --Caleb Sander 16:55, 29 August 2012 (EST)

[A] When you start full-screen mode from the default sized Minecraft window it causes your cursor to always be placed bottom left of the screen when you open your inventory creative and survival. For me, the beam of light from the beacon block does not show, considering the fact that one of the uses for this block is well, a beacon. Specs: OS: Windows 7 Ultimate, RAM 1 GB, Processor: 1.60 GHz, Java 7 update 5 (64 bit).


Fixed/Skipped

Blocks[]

Bugs

[X] [SP] Blocks destroyed more than 64 blocks away from the player by TNT still appear to be there. They can be walked on and interacted with but will disappear with a block update or reload of world/chunk. This could be an iussue for player that like to do demolitions for building caves. If it happens to affect multiplayer (not tested) it could make it difficult for admins to discover griefing as well as be used to kill other players with block update disappearing floors and such. EDIT: Here is a video: http://www.youtube.com/watch?v=iZWi1x2aSFk [Edited by CallumTennant] Kittani1977 01:29, 27 August 2012 (UTC)

[!] Timing on NOT gates (redstone torches) seems to be broken. I would expect them to act as a one tick inverting repeater but they seem to require a three tick pulse to activate and then only emit a two tick pulse. This effects any circuit that depends on timing, pulse length, or short pulses. A full explanation of the problem can be found here: Video --Innovate.Invent 07:41, 31 August 2012 (UTC)

[X] When walking on ice and facing slightly to the left or right of any axis (e.g. 100 degrees instead of 90 degrees) you're not actually walking straight, rather you're almost following the axis. In the example of facing the direction of 100 degrees you're walking in the direction of about 91 degrees. It is clearly vissible in that you can see the crosshair sliding left/right on the landscape. EDIT: Interestingly, if you start on a block that is not ice it works just fine. 91.144.213.35 15:41, 24 August 2012 (UTC)

[X] You can break item frames (and retrieve their contents) in Adventure Mode

  • Item frames are entities. So they aren't actually placed and destroyed but spawned and killed. And spawning and killing are possible actions in adventure mode. --☺ Sven ? ! 18:37, 25 August 2012 (UTC)
  • Using an editor or mod you can set the drop rate for individual item frames to 0 so that the item in them doesn't drop. See Chunk format. User:LB(User talk:LB|Special:Contributions/LB) 21:53, 25 August 2012 (UTC)

[X] Normal-sized mushrooms can't be planted outside at night outside of Mycelium. This is because the skylight level is always 15, even at night, and the reason for this is so crops and flowers don't uproot themselves every night. Perhaps there could be a workaround for this. It is intentional that they're not supposed to be planted outside in the daytime, but they don't even work at night. TorchicBlaziken 20:39, 5 July 2012 (UTC)

  • Don't you think this brings back the use of mushroom farms? Instead of insta-bonemeal giant mushrooms without having to find a mushroom island. --Shikamaru123 02:21, 2 September 2012 (UTC)
  • Trivial workaround: dig a 1x2 hole (or make a 1x2 shelter), block yourself into it (covering the roof over is the important bit) and plant a mushroom. Then dig your way out and quickly apply bonemeal before the mushroom pops out again. Basically instead of being able to plant a giant mushroom in the open in under a second, it now takes a few seconds to do. I hardly think this is a great hardship. Given the workaround, I'd suggest downgrading to annoyance.--82.69.54.207 20:23, 2 September 2012 (UTC)

[X] [Su] Harvesting a powered Redstone Lamp with Silk Touch will give you a powered Redstone Lamp. TorchicBlaziken 00:32, 24 August 2012 (UTC)

[X] [Cr] If you use the 'Pick block' function on mossy stone wall, you'll get normal stone wall. -- 12:17, 25 August 2012 (UTC)

  • Notch already mentioned this would happen.

[X] Up to 4 item frames can be placed in the same block, unlike with paintings. --Acomputerdog 15:39, 25 August 2012 (UTC)

Are you saying that paintings or frames are bugged? --Moxxy 17:23, 28 August 2012 (UTC)

[X] I can't place paintings which are larger than 1 block horizontally (just 1x1 or 1x2). Loading my old map (used since 1.7.3 beta, seed 6845098436317006157) dropped all paintings which were larger than 1 block.

while I did not have this last update, I do now. this is now. upgrading to bug. --Kizzycocoa 17:20, 28 August 2012 (UTC)

[X] [?] I have had one bed and one large chest DISAPPEAR on me randomly.

  • Tagged as minor bug and {?}. Can you reproduce the problem? Sorry, but this bug's not going to be fixed (or even taken seriously) on the info you've given so far. --82.69.54.207 20:23, 2 September 2012 (UTC)
  • I had half a wall disappear on my barn, it was replaced with the part of the mountain I cleared way to flatten the area, it also left a big hole and my sheep ran away (Where's Lil' Bo Peep when you need her...) In a different space-time, I had part of a tunnel system and half my farm land replaced with what looked like what I cleared when prepping the area. I just had to rebuild what was changed. I think the game forgot what was there so it redrew that chunk fresh using the seed. think this is more than a minor issue. Buzzaro 07:54, 4 September 2012 (UTC)

[X] Also, buckets are not reliable. I think that it has something to do with the work on the lighting code. Whatever they're doing now makes the blocks blink sometimes right after you grab them, so sometimes the bucket doesn't pick up the block properly.

  • Tagged as minor bug. 'Miscounted bucket stacks' is a reported issue, and so is intermittent double block placement. This problem sounds related. --82.69.54.207 20:23, 2 September 2012 (UTC)

[X] Glass panes join to leaves, which is illogical in my view, but won't join to step blocks, which is a pain, especially when you're trying to put windows in a roof. --82.69.54.207 20:23, 2 September 2012 (UTC)

Annoyances

[A!] [SP] [MP] Lighting Errors with both types of steps: Screenshot 1 && Screenshot 2 --Freakedenough 11:06, 26 August 2012 (UTC)

  • Lighting, I assume you meant. [fixed accordingly] --82.69.54.207 20:23, 2 September 2012 (UTC)

[A] [Cr] The bug where you can't fly as fast through water and lava was fixed, but cobwebs still slow you down while flying in Creative mode. TorchicBlaziken 20:07, 14 July 2012 (UTC)

  • I feel it should be like that because its realistic. 122.106.191.67 06:06, 14 August 2012 (UTC)
  • Isn't non-realism the whole point of Creative Mode? This is definitely annoying for anyone building with cobwebs. --Fperson1 06:37, 18 August 2012 (UTC)
  • I totally agree with TorchicBlaziken. Creative mode isn't based on reality, and cobwebs slowing the player down is an inconvenience when exploring abandoned mineshafts. This has been a longstanding annoyance and I'd love to see it done away with. --Keithicus420 18:22, 25 August 2012 (UTC)

[A] 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. We should not have to rely on pistons to place these blocks in Creative. TorchicBlaziken 23:59, 2 June 2012 (UTC)

[A] Ender Dragons destroy End Portals, End Portal Frames, Dragon Eggs, Enchantment Tables, and Ender Chests, despite being made of materials they can't destroy, or being from the End. TorchicBlaziken 16:44, 24 August 2012 (UTC)

[A] Multiplayer - If you make a roof/ceiling using slabs in the upper position of the block space, nothing below and then place blocks on the slabs they become dark from below - as the sandstone blocks I used are not opaque this is unexpected Ocker 05:23, 25 August 2012 (UTC)

[A] Two paintings may not be placed adjacent to one another on an inside corner while item frames can. --66.133.216.4 07:30, 26 August 2012 (UTC)

[A] If you place a slab on top of an ice block, you will still slide when walking on the slab. --Anub!s

  • Personally, I like the nature of this functionality; it's handy. --Weena 05:24, 3 September 2012 (AEST)

[A] Breaking a block underwater doesn't show the breaking animation when standing above water --Anub!s

Fixed/Skipped

Items[]

Bugs

[!!] [MP] When you attempt to expand a map, the minecraft client crashes. Does not occur in SP, or on LMP host. Causes dirt screen as soon as the last ingredient for map expansion recipe is placed. Also does not crash/corrupt the server or world files, only the client.

- World MpServer Players: 1 total; [aun['Awesome276'/256, l='MpServer', x=-331.00, y=82.76, z=278.39}} - World MpServer Chunk Stats: MultiplayerChunkCache: 441 - Forced Entities: 12 total; [aun['Awesome276'/256, l='MpServer', x=-331.00, y=82.76, z=278.39], nb['Sheep'/342, l='MpServer', x=-317.47, y=70.00, z=351.96], ns['item.tile.tallgrass.grass'/340, l='MpServer', x=-315.78, y=70.13, z=294.38], ns['item.item.monsterPlacer'/339, l='MpServer', x=-304.66, y=64.13, z=282.31], ns['item.tile.grass'/338, l='MpServer', x=-309.78, y=65.13, z=282.59], ns['item.tile.tallgrass.grass'/340, l='MpServer', x=-315.78, y=70.13, z=294.38], ns['item.item.monsterPlacer'/339, l='MpServer', x=-304.66, y=64.13, z=282.31], ns['item.tile.grass'/338, l='MpServer', x=-309.78, y=65.13, z=282.59], na['Pig'/366, l='MpServer', x=-261.34, y=65.00, z=345.78], na['Pig'/298, l='MpServer', x=-403.83, y=71.00, z=303.56], mv['Chicken'/319, l='MpServer', x=-345.50, y=69.39, z=342.88], na['Pig'/303, l='MpServer', x=-384.84, y=71.00, z=307.88}} - Retry Entities: 0 total; [] }} --RedStoner 15:02, 24 August 2012 (UTC)

  • Use a real computer. I'm only saying this because there are many more bugs with the MAC version than the XP version.
  • A null pointer exception is almost always a bug in the program, even if it only manifests on a particular platform/configuration.--Inertia 22:50, 31 August 2012 (UTC)
  • An user with Windows 7 got the same error in Section Crashing/System, so it's not caused by Mac. --Galaxy_2Alex (Talk)

[X] when you place a block, and attach a paining or an item frame on it, then delete the block. it will take the item fram/painting 4 secconds to realise there is no block attached before it pops as an item--League 09:53, 25 August 2012 (UTC)

  • I think this is called lag.Could be a bug, but i expect it's just lag. --188.81.160.200 16:09, 25 August 2012 (UTC)
  • This is not lag. The IP the wiki is recording on this chromebook is not mine, my real computer uses Windows XP 32 bit and 32 bit java, along with 4g RAM and 80g left actual memory out of 200g, Along with a quad core processor. He is absolutely right, and no, this is not a lag issue. This is just a late response issue.

[X] If you place multiple pieces of leather armor in the craft area and dye them, only one of the clothes will appear and the other will be deleted. As far as i know you can only craft one at a time, is your minecraft mods folder empty?

[X] when placing down paintings, only 1x1 and vertical 1x2 will be available. Existing bigger paintings will be removed from the walls. Happened in 12w34a as well. --Tbfdm 14:59, 24 August 2012 (UTC)

can easily get 2x2+4x4 paintings in 12w24b. --Kizzycocoa 15:40, 24 August 2012 (UTC)
  • I'm still only getting 1x1 and 1x2. Pteprocks 18:37, 24 August 2012 (UTC)
  • wider than 1 paintings can be placed on a block if there is an appropriate number of blocks behind it. This only seems to work on the North and West face of a block. Media:12w34b painting size.png --Fexman 09:58, 25 August 2012 (UTC)
  • Painting with widths greater than one can only be placed if all blocks that the painting will occupy have at least two blocks behind them, none of which can be non-opaque.

xghostvirusx 18:13, 25 August 2012 (UTC)

  • I have, for one, not experienced this glitch, i can place paintings as normal, no problems whatsoever. Always i have reported bugs on vanilla minecraft.

[X] Sometimes when eating food in a stack, you will involuntarily eat another unless you quickly switch to another item. Especially annoying with Golden Apples which can be eaten at any time.TorchicBlaziken 18:21, 9 August 2012 (UTC)

  • Are you saying it skips the animation? --Moxxy 06:13, 10 August 2012 (UTC)
  • That does sound to me like a better way of putting it, and matches well with what I see. Quickly switching to another item is my workaround too, but sometimes I'm not quick enough. --82.69.54.207 22:47, 10 August 2012 (UTC)
  • The animation doesn't player (because you're not holding the mouse down) but the sound plays and the server forces you to eat it. This often happens when you release the mouse button after eating with an odd timing and the server didn't notice you released the mouse. User:LB(User talk:LB|Special:Contributions/LB) 23:09, 12 August 2012 (UTC)
  • It is also not directly a lag-related issue. In 1.3.2, I ate two grilled porkchops when I clearly did NOT hold down the right-click button, and has also happened at least twice, proving quite annoying when conserving food. I believe I was on LAN, but I don't think that factor matters. There may have been a super-quick lag spike that caused this, but it is too insignificant to be noticed. --Wormy14 19:44, 19 August 2012 (UTC)
  • I think this is a symptom of an issue not directly related to eating food - I have also seen something similar occur when placing blocks (right click once, two blocks are placed) and when digging with a high-efficiency tool (left click once, two blocks are dug out). In all cases, the effect is intermittent; I haven't found a way to reproduce it reliably. --Exasperation 19:28, 21 August 2012 (UTC)
  • This always happens when eating apples (I thought it might be the trackpad on my mac). If I am still hungry, I will consume another piece of food until the character is full. Androo123 04:12, 22 August 2012 (UTC)
  • The double-block place is only caused by client-side lag, and the double-mine is only caused by you holding the mouse for more than one tick. Mouse state is only updated every frame, rather than every tick. User:LB(User talk:LB|Special:Contributions/LB) 21:57, 25 August 2012 (UTC)
  • I've not yet had this issue before, what system are you playing this on?

[X] A solid block placed in/on the same air space as an Item Frame will pop the frame out from the block it's on and the item placed inside of it within 5 seconds of the block's (block covering the frame) placement. Also occurred in 12w34a. jozzamay 00:11, 25 August 2012 (CET)

[X] Item Frame and Flower Pot, can be placed in the same air space. Also occurred in 12w34a. jozzamay 00:14, 25 August 2012 (CET)

  • Since the item frame is an entity and the flower pot is less than a full block, this is going to happen no matter what.

[X] If a Button is placed on a solid block, then a Item Frame is placed behind it, then any block placed inside of the Item Frame, the block goes through the Button (unless it's a flat item), making it so you can't push it. Also occurred in 12w34a. jozzamay 00:27, 25 August 2012 (CET)

[X] An Item Frame can be placed in Water but it will not get destroyed or give you an air pocket. Also occurred in 12w34a. jozzamay 11:27, 25 August 2012 (CET)

  • 3 bugs posted above by jozzamay: Item frames are entities like creepers or thrown snowballs so there is nothing wrong with them being in the same place as a block. --☺ Sven ? ! 18:42, 25 August 2012 (UTC)
  • He is right, item frames and paintings are entities like minecarts or boats because they have no AI nor is any needed for them.
  • It's still a bug. They should not be able to occupy the same space. I'm guessing Dinnerbone just forget to add in the code that paintings have to prevent this. --Moxxy 17:29, 28 August 2012 (UTC)

[X] When zoomed out map to level 3 by re-crafting it with added paper 2 times, map does not redraw in some parts. Worked correctly in zoom levels 1 and 2. http://imgur.com/24R5Y --Kolen 18:20, 26 August 2012 (UTC)

[X] Leaf blocks obtained through silk touch do not stack with leaf blocks obtained through shears. --Weena 17:48, 25 August (AEST)

  • This is a data value glitch, if you did this with different kinds of leaves like using birch leaves in the same manner, one would have the tooltip "Oak Leaves" while the other "Birch Leaves"

[X] When placed an item frame facing the direction North or West and/or contained an item (or block) and quit in single player (MP is not testable since it crashes when placed an item frame) and the again open the map, the frames on the first sight, do not appear but when you face the south/east direction from some seconds, the frames reappear. This also happens in 12w34a -- 12:13, 25 August 2012 (UTC)

Annoyances

[A] When in your inventory or chest GUI (or probably any GUI) and there is a map on the wall in an item frame in view, rolling your mouse over an item within the GUI causes the map on the wall to light-up. Tried on SMP only with inventory an chests 24.1.77.15724.1.77.157

  • I've noticed this glitch since the 1.3 update, and maps are not the only things. Signs act the same way too, This never happened in 1.2.5-

[A] The Item Frame's render distance is pretty small. It'd be nice to increase the 22 block distance to something larger. perhaps 40-50 would be acceptable? --Kizzycocoa 12:38, 25 August 2012 (UTC)

  • I for one think that there should be an entity render distance option, so you can set how far you have to be to render entities.
  • (Merged duplicate --Kumasasa 20:02, 28 August 2012 (UTC)) Item Frames become invisible after you stand 21 blocks away. jozzamay 16:07, 25 August 2012 (CET)

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

[A] The new cobblestone wall blocks, like fences, allow you to walk into the edge of the block, standing on the block below them. The corner block shows the block below it but does not allow you to walk into that corner. The graphic shows the block below it but you cant stand on it. Thus if you have a wall on a row of solid blocks, you can walk along the edge of the solid blocks until you get to a corner, you cannot then turn and follow along the edge as you cant stand on the corner block and thus fall off.

[A] A map item placed in the item frame shows z-fighting when viewed from certain angles and distances. Screenshot available. --Kumasasa 19:50, 28 August 2012 (UTC)

[A] Writing books is complicated because we can't edit something somewhere on a page without deleting evrything between the end on the page and where the text have to be modified. It should work like in the chat, where we can edit anything. it would be much more useful with the books than with the chat, because we have much more text to delete and rewrite after. --YellowMiner 10:09, 29 August 2012 (UTC)

Fixed/Skipped

World Generator[]

Bugs

[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)

  • I think this is because strongholds generate before ravines so when the ravine generates it overwrites the stronghold blocks with air.
  • I still find this issue annoying, regardless of any intention. NetherrackCreeper (talk|contributions) 22:33, 19 August 2012 (UTC)

Annoyances

[A] The world generator has always generated, and continues to generate, floating water blocks and floating sand, it is very annoying when you accidentally place a block near and flood you whole mine. It is very strange to see floating blocks and sand and fall down in the middle of a desert, ride a boat straight into a cave full of creepers. We know that features are generated after but the world must be updated again after generation.Minecraft5025 15:19, 27 August 2012 (UTC)

  • Edited to modify all those words who were in caps. Now our eyes will stop bleeding. --YellowMiner 10:14, 29 August 2012 (UTC)
  • Downgraded to regular annoyance, because this is really rare (Compare to amount of floating sand/gravel in Alpha? (I use mods to see the alpha gen) --Spy227X 21:43, 3 September 2012 (UTC)

[A!] Since the treasure room of Desert Temples has no torch in it, mobs spawn in it and set the trap off. TorchicBlaziken 19:55, 24 August 2012 (UTC)

  • I'd say this is a major annoyance (but I'm not one to judge). Not only does it set off the trap - the multiple TNT will destroy all evidence of the treasure and there's nothing you can do about it. If the guys at Mojang want there to be a chance of you not getting the loot, I'd much rather have the world simulate the explosion on generation for some of the pyramids - that way I'll know I'm not wasting time on the surface if there's a pyramid near me. It'd be more mystical, too, because it'll look like someone came down there a long time ago and set off the trap :) 91.144.213.35 21:33, 24 August 2012 (UTC)
  • Upgraded, with the rarity of the temples, you actually want a chance to get the treasure in said rare temple.

[A] The Enchanted Golden Apple doesn't spawn in Dungeon chests, although the normal golden apple still does at the same ridiculous rarity. TorchicBlaziken 15:30, 18 August 2012 (UTC)


Fixed/Skipped

Mobs/NPCs/Animals[]

Bugs

[X] Mobs have the left part of the head black sometimes, at specific angle, also bows.

  • This has to do with playing on a system that barely supports minecraft, I played on a laptop before and often times entities would appear as black, along with signs.

[X] when you have a tamed wolf and another player hits that wolf. your wolf will attack him until he dies. but even after the other player dies the wolf still makes the angry wolf sound.--League 09:31, 25 August 2012 (UTC)

[X] When lots of mobs are in a cauldron, they will sometimes glitch through the walls of the cauldron. This is probably related to other forms of mobs glitching through walls, but much more reproducible. Sample world: http://www.mediafire.com/?a0pykyd8zscoayn SethBling 04:25, 4 September 2012 (UTC)

[X] When a zombie is following you, his walking is smooth. when you hit him, he will start taking very small steps, after a few seconds his walking returns to normal.--League 09:49, 25 August 2012 (UTC)

[X] Whenever you've trained a dog and color dye its collar and starts raining, the color of their collar goes away and turns into light gray dye. Once the rain stops or persists you cannot dye them again and remains light gray.--League 09:42, 25 August 2012 (UTC)

[X] Rarely if you have a trained dog and have an under ground base beneath your house and told your dog to sit it fall down trough the wooden block floor and get hurt.--Superluis1 08:31, 25 August 2012 (US Time)

  • I've had almost the same thing happen, except on a superflat world. I've had three wolves get caught under a spruce wood walkway, with no space to fall into under them, so they suffocate to death. It's very inconvenient when trying to get wolves into your house. --99.109.125.39 14:59, 27 August 2012 (UTC)

[X] When an animal or mob goes into the nether. the moment you spawn in the new nether portal, you push them back. a way of fixing this might be that the mob has to leave a vicinity of 1 block around the portal in order to be send back.--League 09:45, 25 August 2012 (UTC)


[X] If you use a splash potion of invisibility on a spider, cave spider or endermen they will turn invisible except for their eyes. --League 09:41, 25 August 2012 (UTC)

  • I thought this was an intended feature. -- Williewillus 19:14 CDT August 28, 2012

[X] Mobs/animals/npc's still sink through the ground. especially after being transferred through portals. --League 09:41, 25 August 2012 (UTC)

[X] Villagers spawn WAY too often in the nether. when I traveled to the nether for the first time on my map there were 6 of them. tested on multiple maps. --League 09:41, 25 August 2012 (UTC)

[X] Mobs, including the player outside of Creative Mode, can breathe under lava. TorchicBlaziken 23:22, 21 June 2012 (UTC)

[X] Only sheep's faces disappear with invisibility potion leaving their body visible. z13man 13:10, Sunday, August 26, 2012

  • It looks like the sheep's wool does not become invisible, because if you have a sheared sheep, they become completely invisible. Similarly, mooshrooms' mushrooms and wolfs' collars remain visible when you use the splash invisibility potion on them. Interestingly, when you shear an invisible mooshroom, it becomes a visible cow. --71.227.156.47 03:05, 30 August 2012 (UTC)

[X] Skeletons will still shoot arrows and won't do melee when not holding a bow. TorchicBlaziken 19:41, 24 August 2012 (UTC)

  • This is no longer exclusive to custom maps, now that they can pick up your items. TorchicBlaziken 21:24, 24 August 2012 (UTC)

[X] Zombies will still be seen and attacked by iron and snow golems even when invisible

[X] Very often zombies and skeletons won't pick up items that you throw at them. Skeletons seem to be more rebellious than zombies. 91.144.213.35 23:33, 24 August 2012 (UTC)

  • Confirmed ! I've made many tests and here are my conclusions :

In fact, randomly and rarely, a zombie or a skeleton will spawn with the ability to pick up items. If a zombie or a skeleton spawn with one or more piece(s) of equipment, it would have this ability for sure. They pick up an item only if this item give them an advantage (for example : a disarmed zombie would pick up a wooden sword while a zombie carrying a diamond sword wouldn't, which means Skeletons would only pick up armors and swords.) I've also faced several times a strange case I can't explain in which an helmet disappeared from the head of an undead with no reason. It may be due to the sunlight but I'm pretty sure it's only a bug. Missingno 26 06:43, 25 August 2012 (UTC)

[X] Ocelots go into 'love mode' when given fish. Sometimes both black particles and hearts are shown when ocelot does not tame after eating a fish, but usually only hearts are visible. Reloading the world resets 'love mode'. Zyzyzyryxy 17:38, 26 August 2012 (UTC)

[X] Ocelots near a player disappear for a while after quitting SSP game and loading it again. The world gets loaded again and ocelot is not there where it was. It appears again only after player moves a few blocks (maybe after passing chunk border?) Zyzyzyryxy 17:44, 26 August 2012 (UTC)

[X] Ghasts can see you through walls (only witnessed with netherrack). McLaren_231 (MC Username) 19:53 26 August 2012 (UTC)

  • Could not reproduce this. Tried several blocks and it seems they can;t even see you through glass, bars, fences, or any solid block. Could not find any blocks they could actually see you through. Kittani1977 02:25, 27 August 2012 (UTC)
  • I've seen this happen rarely since even before 1.0. I speculate it is them seeing through corners of blocks, but I haven't been able to verify that. DarkWolff 14:38, 27 August 2012 (UTC)
  • Ok. I posted this because twice at my world's nether fortress while killing blazes I heard a ghast firing fireballs and them exploding nearby so I went back into the fortress (I was at a blaze spawner) and it stopped. I went back to the spawner and a ghast fired a fireball again and it made a hole through a netherrack wall on the other side of the cavern the spawner was in and there were no openings that the ghast could see through before the hole was made. The same thing happened with another ghast later after that (I killed the ghast that made the hole and filled the hole with netherrack). McLaren_231 (MC Username) 17:45 27 August 2012 (UTC)
  • My 1.3.2 server had this issue, but only with one specific ghast. It was tunneling through netherrack to try and reach a certain player, and persisted after he moved away then came back, and after he went through the portal a few times. Eventually I guess it gave up and floated off when he stopped coming into range for a while. --70.39.176.52 13:33, 5 September 2012 (UTC)

[X] Iron Golem sometimes stop attacking hostile mobs in sight and just walk around instead. Missingno 26 19:44, 26 August 2012 (UTC)


[X] Mobs spawn 1-2 blocks below surface level. If they spawn 1 block below, you can see their heads and they are non-aggro, but can not be killed either (will add a screenshot later) -Porrohman

[X] I have a lot of cows in one pen and a lot of chickens in another. A lot of the time they will all push each other into a wall or a corner and suffocate each other, killing one or two of them at a time. This is on single player. The mobs are on sand and surrounded by oak wood.

[X] Let's say a villager is trading one emerald for three glowstones. Now if we put a whole stack of emerald in and shift click the glowstones we will get almost three stacks of glowstone but once you exit the trade menu 50 some emeralds are thrown down. If you open a chest then the extra glowstones/whatever disappears but if you use/place/throw on the ground and take it back then you will still have it.

  • This is not a bug, despite the seemingly confusing behaviour. This is a new functional aspect of trading to prevent the abuse of certain trades; after expiring the permitted number of trades, even without closing the GUI, the trade will become impossible to perform. This may appear buggy when performing your trades with shift-clicks, as your inventory will display as if the trade had been a success, but will revert once 'updated'. --Weena 05:43, 3 September 2012 (AEST)

[X] sometimes when a zombie or skeleton drop an item after they die they will still pick it up not giving you the item.

[X] Passive mobs being attracted to light means at night they're also attracted to forest fires. This is a particularly dumb part of the current passive mob AI. Being attracted to sunlight is fine, but I'd suggest making other light types repel them somewhat. That way supposedly 'wild' mobs would tend to be driven away from light, civilisation, fire and lava and their behaviour would be a lot more credible. --82.69.54.207 20:57, 2 September 2012 (UTC)

[X] Slimes' hitboxes often don't fit with the actual size of the slime. It looks like the hitbox is randomly choosen while spawning and even while splitting. This is so random I've actually managed to come across all of the possible combinations of sizes and hitboxes. (Tested only with spawn eggs) Missingno 26 10:01, 5 September 2012 (UTC)

Annoyances

[A] Mobs still try jump over Cobblestone and Mossy Cobblestone walls, but not fences. --M1n3r2011 14:41, 31 August 2012 (UTC)

[A] Minecart can't deal any damage. When the minecart is going to crash into an animal, the animal doesn't run away from the rail. Instead, the minecart crashes into the animal and the minecart is pushed back. It doesn't deal any damage to the animal. The mobs should avoid the rails and when a minecart crashes into the mob, it should deal some damage to the mob. It's very annoying, when a player travels by minecart for a long time and then some animal does that, it makes the player return back! A similar bug with minecart is that, when a minecart falls onto a player: The minecart is on the player's head and the minecart doesn't deal any damage to the player.--90.178.255.155 11:40, 31 August 2012 (UTC)

  • There is no real bug behavior; downgraded to annoyance. (Fixed minor spelling and grammatical errors) 98.70.53.133 22:38, 31 August 2012 (UTC)

[A] Passive mobs bark, bleat, mew, moo, cluck or oink far, far, far too often. Even just a few mobs make a racket and when there's lots nearby it's like an aural version of the Chinese water torture. They never shut up! Not even at night when they should be asleep, or when they've been told to sit, which is really annoying when you have cats or dogs. Their noise frequency needs to be drastically reduced. I'd suggest a factor of ten. The hostiles are almost as bad - just try spending a few hours within earshot of a few dozen slimes - but at least they despawn. And if you turn the sound down you risk missing noises you do need to hear. Flagged as non-major for now, but for quite a lot of players mob noise is a major annoyance.--82.69.54.207 20:44, 2 September 2012 (UTC)

Fixed/Skipped

Graphical/Lighting[]

Bugs

[X] Primed TNT has Z-fighting. TorchicBlaziken 17:51, 29 August 2012 (UTC)

  • Also seen with falling sand, likely applies to all block entities, including Item Frame. 98.70.53.133 17:57, 1 September 2012 (UTC)

Annoyances

[A] If you go through a nether portal and go to the nether, and stay in it, it will show the portal animation, and you can't enter the inventory, chat or menu unless you step out. Not modded, and I can redo.

[A] The background of signs and the F3 pie chart will change color when a tooltip becomes visible. SethBling 04:27, 4 September 2012 (UTC)

Fixed/Skipped

Sounds[]

Bugs

[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 09:25, 25 August 2012 (UTC)

  • The same issue also applies to ender portals. It should play the same sound when entering the end. --67.85.125.224 19:48, 25 August 2012 (UTC)

[X] thumb Updating any block around a place where water and lava meets will play the extinguished fire sound. In this picture, a lever is used to update the block and will cause the bug, but placing a block will do the same. --Keithicus420 21:13, 31 August 2012 (UTC)

Annoyances

Fixed/Skipped

Menus[]

Bugs

Annoyances

Fixed/Skipped

In-Game Interfaces/HUD[]

Bugs

[X] The "Downloading Terrain" screen appears when traveling between dimensions, instead of the "Entering the Nether" screen. The sound that played during that screen doesn't play either. TorchicBlaziken 19:48, 24 August 2012 (UTC)

[X] Ever since 1.3, Score doesn't work. No matter how much XP you collect, it will always be 0. This isn't just a problem with the death screen, either. Using mods for 1.3.2 that display your score always displays it at 0. TorchicBlaziken 19:53, 24 August 2012 (UTC)

[X] When having too many maps on item frames, Some maps are erased.

[X] Oak stairs in the inventory (and held) will randomly "flicker" as if their shape or maybe orientation was momentarily switching. Other wooden stair types do not exhibit this. 173.183.158.32 02:27, 4 September 2012 (UTC)

Annoyances

[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: http://h9.abload.de/img/2012-07-05_19.05.556px8y.png

Fixed/Skipped

Chat/Commands[]

Bugs

[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

Annoyances

[A] The /gamerule command's mobGriefing rule should also include crop trample. In superflat worlds especially, the slimes murder village wheat farms. --Shikamaru123 06:39, 29 August 2012 (UTC)

Fixed/Skipped

Language/Text Files[]

Bugs

[X] In all language except English, new items still need to be translated.

  • Edited for clarity and corrected tag. --Keithicus420 23:09, 24 August 2012 (UTC)
  • Give the mojang team time ,remember this a snapshot I doubt they're worrying about languages.

Annoyances

Fixed/Skipped

References[]

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