Minecraft Wiki
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{{bl|a}} Armor cannot be equipped in Creative Mode. Thus, the presence of armor in Creative Mode is pointless. This could be solved either by removing the armor from the Item Selection or adding an equipment menu.
 
{{bl|a}} Armor cannot be equipped in Creative Mode. Thus, the presence of armor in Creative Mode is pointless. This could be solved either by removing the armor from the Item Selection or adding an equipment menu.
:Actually: This is still convenient for those who are using creative to create an adventure map, or use it to spawn items for other players. Inventory can still be accessed by using a WB or a chest or any other similar block. Though, an inventory menu would still be handy. Perhaps a button located somewhere at the top of the items page, so it works kinda like tabs? [[User:Valiantiam|Valiantiam]]
+
:* Actually This is still convenient for those who are using creative to create an adventure map, or use it to spawn items for other players. Inventory can still be accessed by using a WB or a chest or any other similar block. Though, an inventory menu would still be handy. Perhaps a button located somewhere at the top of the items page, so it works kinda like tabs? [[User:Valiantiam|Valiantiam]]
   
 
{{bl|a!}} Like all the other blocks, End Portal frames are destructible. However, they cannot be placed. This means that destroying even one End Portal Block before activating the Portal means that the player has to go in search of a new portal (with the Eye of Ender being no help) if they want to go to the End. Availability of End Portal frames in Creative Mode would also facilitate creating stuff in The End. It can be very useful, creativity-wise, because of the whole "outer space" effect the endless void gives off, which is buildable and with no naturally generated structures to have to dismantle first, after having finished building off the initial islands.
 
{{bl|a!}} Like all the other blocks, End Portal frames are destructible. However, they cannot be placed. This means that destroying even one End Portal Block before activating the Portal means that the player has to go in search of a new portal (with the Eye of Ender being no help) if they want to go to the End. Availability of End Portal frames in Creative Mode would also facilitate creating stuff in The End. It can be very useful, creativity-wise, because of the whole "outer space" effect the endless void gives off, which is buildable and with no naturally generated structures to have to dismantle first, after having finished building off the initial islands.

Revision as of 05:33, 14 November 2011

Notice 
Test bugs from the 1.9pre6 known bugs and Beta Release Bugs[1] and add them here if they still exist

The second release-candidate for Minecraft 1.0 has been recently released by Jeb.

Use the Discussion page first before adding any bugs onto this page. Bugs can be confirmed by checking into the discussion page and make sure other people reply to your report and have the same problem. Please specify if the bug is in singleplayer, multiplayer, or both.[2]

Organization

There is no need to place bullet points before issue labels. Use bullet points only for comments. Be sure to leave a single totally blank line before each new issue (but not before comments), unless the issue appears directly beneath a header.

Please ensure that the bug is tested on a 'vanilla', installation of 1.0RC2 with NO MODS installed

Please specify whether the bug was found on SSP, SMP or Creative and if it is repeatable on other modes.

Please mark your issue with one of these issue labels: (listed from highest priority to lowest)

  • [!!] = {{bl|!!}} = Critical bug that can crash a Minecraft client or server.
  • [!] = {{bl|!}} = Major bug. Use this tag sparingly; if there is consensus your bug is not major, it will be downgraded.
  • [A!] = {{bl|a!}} = Major annoyance. Think very carefully before flagging an annoyance as major. Is it really more important than most minor bugs? Use this tag sparingly; if there is consensus your annoyance is not major, it will be downgraded.
  • [X] = {{bl}} = Minor bug.
  • [A] = {{bl|a}} = Annoyance.
  • [?] = {{bl|?}} = Potential issue that you are unsure of or that the community (on the discussion page) believes requires further vetting. Note: do not use this label to indicate this-is-not-a-bug; instead, replace the issue's current label with [A] or [A!]. Furthermore, it is inappropriate to use this to flag something you disagree with; instead, express your opinion in a comment. When you apply this label to an issue, place it after the issue's existing labels; do not remove those labels.

Labels for indicating that an issue happens only in a particular game mode: (These labels cannot stand alone; you must use them in addition to, not instead of, the ones listed above.)

  • [SP] = {{bl|sp}} = Single-player.
  • [MP] = {{bl|mp}} = Multiplayer.
  • [Su] = {{bl|su}} = Survival mode.
  • [Cr] = {{bl|cr}} = Creative mode.

Labels for indicating that an issue is restricted to a particular OS:

  • macOS = {{OS|OSX}} = Mac OS
  • Windows = {{OS|Win}} = Windows
  • Linux = {{OS|Linux}} = Linux

Labels that Mojang uses:

  • [F] = Bugs that have been fixed in the next update.
  • [N] = This is not a bug. (It is intended behaviour and will not be changed)
  • [S] = Bugs that will be skipped/ignored for now.
  • [U] = Bugs that Mojang tested but was unable to reproduce. Append this tag to the end of existing issue labels, instead of replacing them.

To produce these labels, use the following code: {{bl|c}} where c is the code of the label you wish to use. (e.g., a for annoyances, etc.)

The default issue type is minor bug; you can produce this label with the shorthand {{bl}}.

Be sure to sort issues by category, type, and priority: redstone issues go in the Redstone section, etc.; bugs go in the Bugs subsection, with major bugs listed before minor bugs, annoyances in the Annoyances subsection, with major ones before minor ones, and issues that Jeb has marked as fixed or skipped are moved to the Fixed/Skipped section. Issues that Jeb cannot reproduce, however, are to remain in their original place.

Please sign all issue reports and comments by typing ~~~ (three tildes; tilde may be found above Tab ↹ on QWERTY keyboards).

Finally, please do not spontaneously delete an issue report or comment, unless it is patent nonsense submitted by someone who has not logged in. If possible, contact the submitter by user-talk first and tell them about your concerns. They will almost certainly oblige. As always, assume good faith.

Gameplay

Bugs

[X] You can't hold down the left mouse button to continuously attack any more, or break a minecart any more; instead, you have to click it repeatedly.

[X] Items/Blocks Tool Tips Are Black Example Also, tools damage bars are completely black. Which is shown in the example.

[X] When right clicking on a block, even if the item that is currently held cannot do anything to the block, it is animated in the player's hand.

Annoyances

[A!] Villagers do not have any SFX.

[A!] Spiders can draw line of sight through glass in smp.

  • This isn't a bug. Spiders have the unique ability to draw line of sight through all blocks. --OSX2000 05:04, 14 November 2011 (UTC)

[A!] If a texture pack uses a tile size other than 16*16, it will cause graphical issues and custom animations will not be shown.

  • AFAIK there will be no high-res support officially
    • This isnt asking for high-res support, its saying that non 16*16 textures should either not be allowed to load, or be supported
      • High-res texture packs were never officially supported. You would have to use a third-party patcher to get them to work.
        • sigh.... of course theyre not supported, the point is that they can still be loaded which can cause graphical issues. either support should be added, or they should be blocked from loading.
          • Why should extra code be added to block higher res texture packs? Who cares if they don't work properly, they're not supported. –ultradude25 (T|C) at 03:38, 14 November 2011 (UTC)
            • Bluntly, because people are stupid. (Example: Yes, there are three distinct warnings, one in massive text, on the forum page reminding the user to delete their META-INF, but many users still forget.) If it takes only 5 mins, adding a "hi res texture packs are not supported in vanilla minecraft" message is worth it, to nip user confusion in the bud. If it takes 45 mins, ...well, maybe not. —Immute [talk]


[A] Villagers do not spawn in worlds created before RC2.They will ,also,not spawn even when the world keeps rendering as the player keeps going on.

  • World updates shouldn't be a priority before release. TorchicBlaziken 02:57, 14 November 2011 (UTC)

[A] In bed, turning the camera will also turn all shown particles/effects.

[A] When a block is broken (and not by the player) in Creative Mode, it drops the corresponding item - i.e., when water knocks out a redstone circuit, redstone-dust items accumulate.

[A] Breaking TNT always drops an item in Creative Mode.

Redstone and Pistons

Bugs

[!] Redstone torches when placed on a wall will power diagnally downwards. But will stop powering if you break and replace whatever is being powered

  • I believe this is intentional, just like the piston quasiconnectivity 'bug'.
  • The Piston Quasiconnectivity Bug was not intentional; rather, it was intentionally skipped for reasons other than difficulty of fix. Both of these bugs result in behavior that neither simple (easy to explain completely in 15 words, without a picture) nor orthogonal (a system is orthogonal if its components are minimal, do not duplicate each other's feature sets, and when combined together into an assembly produce the results expected without any special cases, "gotchas", or other such nonsense; orthogonality is critical for making systems like redstone useable and useful). Moreover, the functionality provided by each bug (e.g., BUD switches, in the case of the piston bug) is easily reproduced without using the bug. (You can make compact piston BUD switches without using the Piston Quasiconnectivity Bug! Yes, really! So there's no reason we need to keep this bug around!) —Immute [talk]

[X] If a piston is powered but cannot extend because of the amount or types of blocks in front of it, the piston will still not extend after the blocks have been removed, even if its power source remains. (this should become a large bug, not a minor, as it could mess with auto building bridges and other devices that use a max pistons push amount. This could break a lot of things!)

  • Absolutely not!! This property is crucial for building legitimate BUD devices, and all sorts of existing creations depend on it. Do not remove this feature! (Instead, remove the Piston Quasiconnectivity Bug, which messes many more things up, and is a terrible abstraction.) —Immute [talk]

[X] Fence gates can not be powered by redstone

[X] When walking into a solid block and onto a redstone repeater while standing in an area that is two blocks tall, the player falls into the block beneath the repeater.

[X] Redstone repeaters can prevent the player from entering areas that are two blocks tall.

[X] If a piston in a BUD state is updated by placing a piston that is then pushed or pulled by the BUD piston it will turn in to a block which is rendered in ever direction as the piston head. (Some Examples: http://i.imgur.com/Ox0Yg.png) --Incanus uk 00:06, 14 November 2011 (UTC)

[X] Piston can "burn out" in a state simultaneously powered and un-powered. When it's in this state, it can be repaired by destroying the extended piston head. This will destroy the extended piston head but not the rest of the piston. --Munin295

  • File:1.9pre5 1clock piston bug.png

    Piston "burns out" after attached to 1-clock.

    To reproduce: The image shows two different 1-clocks (powered by the same torch). If you attach a piston and block to the right 1-clock, it works fine. If you attach a piston to the left 1-clock, it works fine until you add a block—then it "burns out" in a state that appears to be both powered and un-powered. It's then actually possible (in Cr at least) to reset the piston by destroying the extended arm (without destroying the piston). --Munin295
  • To reproduce: create this BUD flip flop, place a block here, the piston will now be in a bugged state. --Scwizard 00:32, 14 November 2011 (UTC)
  • Another way to reproduce the same bug. (the torch is on the ground, not attached to the block with the redstone.) --User42

[X] Redstone materials can no longer be placed on top of glow stone in RC2 (didn't find a new bug so I'm filing it here) Chiisana 03:11, 14 November 2011 (UTC)

  • There was a mention of block type change, however, until officially confirmed that redstone materials are indeed not suppose to be on the block, instead of just a claim on block type change, it is still a bug.

Annoyances

[A!] If you build a Gravel/Sand tower(> 2 blocks) on a Piston (connected to a clock) most of the Gravel/Sand will disappear after a couple of pushes. (Update: instead of disappearing they will plop as item instances) This is especially annoying when trying to build sand/gravel doors.

  • "Upgraded" to Major annoyance because this bug ruins a lot of piston creations.
  • Appears in both SP and MP
  • this has been happening for quite a while already (don't remember when i first saw it; 1.8? i've only played since 1.7 and didn't build anything that would have shown it), so it's not due to some recent change. Piranha 03:11, 14 November 2011 (UTC)

[A] Fence gates can not be powered by redstone

[A] When a door is open and you right click to place an item on the block beyond the door (i.e. click through the open door) the block/torch/etc is placed but the door also incorrectly closes.

[A] When a sticky piston is moved by another piston, the block that should be stuck to it does not move.

Achievements

[X] The "Sniper Duel" achievement does not register when completed.

Credits

Annoyances

[A] If you re-enter the end after seeing the credits for the first time, and you jump back in the portal to leave you will see all the credits again.

  • A fix for this would be to make the credits skipable.
    • They are. Push escape.
      • They should really just make the credits happen once when the dragon's defeated.

Blocks

Bugs

[!] With a set of double doors, clicking the left door opens the right one (though clicking the left door again then opens it). Additionally, with both doors open, clicking the right door closes the left one first.

[!] Soulsand no longer holds minecarts in place. Before you say "that behavior made no sense," remember that soulsand is 15/16 m high (try walking onto it from a normal block). Half slab holes most certainly do hold minecarts in place, so soulsand should too. Many engineers have made useful mechanisms that rely on this behavior, so it should not be removed. (Jeb made this argument for keeping the Piston Quasiconnectivity Bug, so it must apply here as well; if not, the argument was invalid when it applied to the piston bug too.) —Immute [talk]

[!] Mob Spawners can't be mined by pickaxes with silk touch.

  • That was a bug. It was intentionally fixed by Jeb a few prereleases ago because infinite pigs was OP. TorchicBlaziken 02:58, 14 November 2011 (UTC)

[X] Ice can't be mined by pickaxes with silk touch. This may have been done to prevent placing ice in the Nether, but it'd be nice if we could place ice in non-Tundra biomes.

[X] [MP] Chests sometimes don't close after being opened, persists thru client restart Cboz718

[X] Blocks fail to update when the wire powering them is removed. This was in 1.8 but still happens in RC 2[1]

[X] Beds, levers, fire, signs, wooden/iron doors cannot be placed on snow.

[X] Enchantment Tables cannot be blown up with TNT.

  • I don't see how this is a bug. They're made out of 4 blocks of obsidian. I'd expect them to be almost invincible. –ultradude25 (T|C) at 04:48, 14 November 2011 (UTC)

[X] A melon can be placed onto the side of a block when there is noting beneath it. Pumpkins can only be placed where there is a block underneath.

[X] Dead bushes cannot be collected with shears.

Annoyances

[A] When a door is open and you right click to place an item on the first block beyond the door (i.e. click through the open door) the block/torch/etc is placed but the door also incorrectly closes.

[A] The sides of mycelium blocks use the old dirt texture.

[A] Sidesnow texture uses the old dirt texture. [2]ultradude25 (T|C)

[A] All ore block textures still use the old stone texture. –ultradude25 (T|C)

Items

Bugs

[X] [MP] When water bottles are filled from cauldrons in SMP, they do not appear immediately in your inventory. They will appear after a few seconds. This does not seem to happen with regular water sources on SMP, or on SSP at all.

[X] When thrown in a dark area, Eyes of Ender appear to light up, yet they are dark when dropped.

Annoyances

[A!] The Golden Apple is useless because it is too expensive (it might be less expensive if it were crafted with nuggets rather than blocks of gold, like the Glistering Melon) and it is less potent than the Potion of Regeneration, which is far easier to obtain.

  • Perhaps the Golden Apple should be the ingredient for Potion of Regeneration? TorchicBlaziken 23:27, 13 November 2011 (UTC)
  • The Golden Apple should just be far more potent in my opinion - for instance 10 minutes regeneration and full health and hunger restore... It simply isn't balanced, as apples are so rare - much rarer even than the eight gold blocks... --Sugnaangus 23:32, 13 November 2011 (UTC)

[A] Buckets of lava should be called "Lava Buckets" instead of "Lava buckets" (the "b" is currently not capitalized).

[A] Milk cannot be stored in bottles.

[A] Cauldrons are useless because they can only hold water and in a finite amount, when bottles can be endlessly refilled from a water block.

[A!] Fences will not connect to the back of stair blocks. Zapk

[A] Fences connect to chests Zapk


Graphical/Display

Bugs

[!] All Mobs are flickering black on certain graphics cards, e.g. Intel or Radeon X1650 (screenshot, more details on the discussion page).

[!] Swamp Boundary Grass Gradient Bug Gradients in grass color are correct for all biome boundaries except for those involving swamp biomes. You can tell that this is a bug, rather than an unimplemented feature, because swamp grass does have a gradient at the boundaries, but the gradient goes to the wrong color (fades from putrid swamp green to a grayish-purple), as can be seen in the screenshot below:

[!] More z-fighting!

  • Z-Fighting on glass panes and iron bars (screenshot).
  • Some texture overlays on entities, such as glowing eyes or hurt colors, are Z-fighting with the underlying texture: [3] --Barracuda
  • Z-fighting on the point where the chest lid connects with the bottom of the chest.

[!] Although minecarts no longer z-fight with blocks they are touching, they still look wrong: One side of the minecart is always on top of the block, and the other always behind. This looks quite silly. (Jeb, it looks as though you just shifted the position of the minecart rather than narrowing it...) Instead, both sides should be behind the block. —Immute [talk]

Lighting

Bugs

[!] [A!] macOSOn many Mac OSX systems there is harsh visual lag, and you can see through blocks partially (not due to textures) as well as at night the lighting inside is blue as well as odd strips going through blocks -this is probably caused by the power pc processors that apple used in old models (the extreme lag is happening to me on an 2.8Ghz Intel Core2Duo in a mid-2008 iMac. the FPS goes below 1 if I turn quickly and is unplayable for 2–5 seconds. i don't think this bug is in the correct category btw 90.217.44.84), just as there were graphical bugs in ppc macs in every versions before Beta 1.2, not only that but there are bugs letting you see through blocks when it is dark even in smp - giving the player a unfair advantage over other players when mining, and searching for caves. as well as be a major annoyance. as well as it is like having mods to see in all light levels as level 15. again unfair and annoying advantage.

  • this does not only happen on powerPCs and older machines; i occasionally experience it on my 4core intel. the fps problem more often than the visual glitches, and it gets resolved by me closing some (other) greedy apps. ssp, smp, creative.

[!] If there is a block directly behind glass, it appears dark even though light should pass through the glass. [4][5][6]

  • This is likely what caused the bug where glowstone was dark behind glass. Please change glowstone back to having the properties of stone, not glass.

[!] The lighting of the player's arm is buggy, especially in low light, and flickers between blue, black and normal colours. This does not happen for held items and blocks.

[!] In certain conditions depending on the player's position signs, chests and enchatment tables may appear to go dark. The lighting changes as the player looks at different areas. (Untested for other items and blocks)[7] [8] [9]

[!] Light leaks through the corners of stairs when the open part is blocked [10]

  • The light source is located directly underneath the stairs block, and there is an empty air space directly behind the stair blocks.

[!] Light does not pass through the open corners of stair blocks where it should. [11]

[!] Light leaks through the corners of pistons [12]

[!] Light does not pass through the gaps in slabs, and causes buggy lighting. [13]

[!] Water and minecart rails do not use smooth lighting.

[X] You can see chunk borders in ice in Fast graphics. Example

[X] Brown mushrooms produce a very small amount of light.

Mobs

Bugs

[!] Arrows no longer appear to be sticking in mobs.

Annoyances

[A] Non-naturally dyed sheep (lapis lazuli, etc) can give birth to same-color sheep, imbalancing dye collection. Perhaps make only natural colors breed colored sheep (brown, white, black, etc.)

  • I kinda' like this feature, though I do see how it causes balance problems. —Immute [talk]

Crashing

[!!] macOS Maximizing the window and moving it to another monitor before logging in will result in the game crashing with the "Saving Chunks" screen upon pressing 'E' or right clicking any interface in Mac OS X.

The End

Bugs

[!] [MP] In multiplayer when you teleport to the end it kicks you off the server saying, "Moving too quickly. Hacking?" And when you log back in after a few seconds you fall in blackness and die from supposing the void.

World Generator

Bugs

[!] Snow biomes do not generate properly.

[!] Only three strongholds are generated. This means that you can't ever reach The End if the three portals are incomplete either as generated or from user actions. (such as in Creative Mode where you can destroy Ender pedestals but can't place them, or when you pour water on an already activated portal) This is particularity annoying in older maps where the terrain where the strongholds would be has already been generated. Infinite srongholds were supposed to be generated in 1.9.[3] //a suggestion would be to only have the first newly generated stronghold contain the portal and have all the rest of the generated strongholds be portal-less. Why do we need infinite portals to a world we'd visit once? Many strongholds, one portal, which is led to by the eye of ender.

[X] Sugar cane is sometimes naturally four blocks tall, but it can only grow to three blocks.

[X] Ferns are never found naturally.

[X] Melons are never found naturally.

[X] Some small areas of complete darkness can be found in places that should be bright. This is especially common in overhanaging mountains and in cave entrances

Annoyances

[A] Sponges are never found naturally.

  • Natural sponge formations underwater, perhaps? TorchicBlaziken 03:08, 14 November 2011 (UTC)

NOT A BUG: sponges were purposely removed by the game devs, and have have no plan to be re-introduced. This does not belong here as it fits more of a feature request, not a bug. ==

Wolves

Bugs

[X] [SP] In single-player, wolves discriminate based on username, which is a feature meant for multiplayer. This becomes a problem when wolves are befriended in offline mode (where the player is named "Player") and then do not obey the player when logged in, and vice versa. This is not a new bug and has existed as long as wolves have.

[X] [SP] Wolves STILL turn black when they are in water.

Annoyances

[A] Wolves will enter Love Mode (only when neutral to the player) but will not breed. Wolves are only found in taiga biomes, and spawn extremely rarely outside of being generated with the chunks. If all the wolves in a taiga are killed, then players usually have to explore very far until they can find wolves again. If wolves could be bred, then wolves could be renewable.

Enchantments

Bugs

[?] The "Fortune" enchantment does not increase the mining yield of iron ore or gold ore. This appears to be because "Fortune" only works when mining blocks that drop items rather than blocks. This makes sense algorithmically but not logically--the "more valuable" diamond ore is affected by this enchantment, but the "less valuable" iron ore is not. I'm not sure whether this is a bug or a mere idiosyncrasy, but "Fortune" would be more worth the significant effort required to obtain it if it worked on iron ore, much less gold ore.

Annoyances

[A] If you mine a double-slab block with a silk touch enchantment you will only get one slab back.

Sound

Bugs

[X] Walking across a series of trapdoors does not make any sounds. Walking across the edges of blocks adjacent to the trapdoors (i.e., walking across the top of the block containing the trapdoor) makes the walking on wood sound.

[X] Walking on Lily Pads does not make a sound. Similar to walking across trapdoors. A y-axis value is off somewhere; the objects make a sound if you jump or walk across the top of the block containing either the lily pad or the trapdoor.

[X] In some areas (biome-dependant?) the rain to ground collision effect isn't attached to the rain, which also means the rain sound doesn't play while it is raining.

Minecarts & Rails

Bugs

[!] Minecart Collision Bug Minecart collisions are not elastic. In fact, minecart collisions do not even conserve momentum. Examples: (Do not remove these or the related discussion, as they will be helpful to Jeb!!) (When I refer to "velocity" or "momentum" below, I refer to "true velocity"/"true momentum", not the quantity that is capped at 8 m/s ("travel velocity"), but the quantity determined by kinetic energy.)

  1. Two minecarts are on a straight track. Either both are empty or both are full. They collide. Observed behavior after the collision: No matter what their velocities were before the collision, Minecart A and Minecart B will rebound with equal and opposite velocities; their speed does not depend on initial conditions. (Observed results the same for both x-axis and z-axis directions.) Expected behaviors for two scenarios:
    • Minecart A collides with stationary Minecart B. Expected behavior after collision: Minecart A is stationary, and Minecart B has momentum equal to Minecart A's old momentum.
    • Minecart A has velocity v, and Minecart B has velocity –v. Expected behavior after collision: Minecart A has velocity –v, and Minecart B has velocity v.
  2. Two minecarts are on a straight track. Minecart A is occupied, while Minecart B is empty. (For the expected behaviors, I will operate under the assumption that the mass of an occupied minecart is "much greater than" the mass of an unoccupied one. This simplifies the computations the game has to perform substantially, in addition to resulting in very desirable behavior: e.g., first bullet point.) Expected behavior for two scenarios:
    • Minecart A collides with stationary Minecart B. Expected behavior: Minecart A's velocity is unchanged. Minecart B's velocity is set to twice the velocity of Minecart A. (For this to work best, consider increasing the travel velocity cap for unoccupied minecarts from 8 m/s to 16 m/s. (Minecarts going that fast pose little threat to game performance, since no one's riding them.) If the player hops into a cart traveling at 17 m/s true velocity (16 m/s travel), recompute travel velocity to 8 m/s without changing true velocity. I understand this may be difficult to get right, but it's important that A not repeatedly collide with B, and slowing down A is not an acceptable solution.)
    • Minecart B collides with stationary Minecart A. Expected result: A remains stationary, while B rebounds with equal and opposite velocity.

Since no reasonable specification exists that could account for the observed behavior, it follows that the current behavior does not abide by whatever specification Mojang has in mind. Hence, it is a bug. —Immute [talk]

[X] Activated detector rail will provide power after it is moved by a piston even if the minecart has been removed. The power goes away after some set amount of time (longer than a minute).--Incanus uk 00:09, 14 November 2011 (UTC)

Creative Mode

Bugs

[X] Wheat and dyes used on animals are lost from the inventory.

[X] Even though bows can be fired without arrows, firing bows still removes arrows from the inventory when arrows are present.

[X] Tools are damaged when used to attack mobs.


Blocks drop items when destroyed in creative, when they're not supposed to;

  • [X] When you destroy the block underneath redstone dust in creative mode, the redstone dust will drop as an item.
  • Same with flowers, rails, saplings, signs, torches and so on — MiiNiPaa
  • [X] Destroying the top of a door (any type) drops a door item.
  • [X] Minecarts and boats will drop a minecart when destroyed in creative mode.
  • [X] Monsters drop loot.

Annoyances

[A] When flying, horizontal movement through water and lava is very slow.


Creative mode inventory missing items:

  • [A] 18:3 Spruce Trees' Coloured Leaves
  • Same thing as the 44:6 slab, here's a screenshot of that block.
  • [A] 44:6 Alternate Stone Slab (ID 44:6)
  • Here is a screenshot of the alternate stone slab (44:6) and double slab (43:6) on the left, and the normal ones on the right. As the alternate double slab provides an alternate appearance, it would be useful to have for aesthetic purposes.
  • [A] 60 Farmland
  • [A] 78 Snow layer
  • [A] 122 Dragon Egg (which can be obtained the same way as in singleplayer)
  • [A] 2267 "where are we now" Music Disc (suggest replacing spaces with underscores)


[A] Armor cannot be equipped in Creative Mode. Thus, the presence of armor in Creative Mode is pointless. This could be solved either by removing the armor from the Item Selection or adding an equipment menu.

  • Actually This is still convenient for those who are using creative to create an adventure map, or use it to spawn items for other players. Inventory can still be accessed by using a WB or a chest or any other similar block. Though, an inventory menu would still be handy. Perhaps a button located somewhere at the top of the items page, so it works kinda like tabs? Valiantiam

[A!] Like all the other blocks, End Portal frames are destructible. However, they cannot be placed. This means that destroying even one End Portal Block before activating the Portal means that the player has to go in search of a new portal (with the Eye of Ender being no help) if they want to go to the End. Availability of End Portal frames in Creative Mode would also facilitate creating stuff in The End. It can be very useful, creativity-wise, because of the whole "outer space" effect the endless void gives off, which is buildable and with no naturally generated structures to have to dismantle first, after having finished building off the initial islands.

Multiplayer

Bugs

[!] When you log out with barely suffice headroom (i.e.: 2 high hallway/tunnel), you may find yourself logging into a different place (typically on top of your old location, but not always the case). Chiisana 03:12, 14 November 2011 (UTC)

[!] Many entities appear commonly as client side ghosts. For example TNT, falling sand and gravel, mobs and flying arrows. This is a client end issue, as re-logging will typically remove any ghost entities. Chiisana 03:13, 14 November 2011 (UTC)

Annoyances

[A] There is no flag in server.properties to allow/disallowe travel to The End

[A] There is no flag in server.properties to enable/disable the generation of structures (Villages, Mineshafts, etc.) like in single player

[A] Getting a "The server responded with an invalid server key" message when connecting to any server. This appears to be intermittent. --96.49.116.92 00:49, 14 November 2011 (UTC)

  • This also happens quite frequently when the server is on the same subnet as the client (tested on subnet mask 255.255.255.0, DHCP issued IP addresses in 10.0.1.n range; the same server when accessed from the internet yields no 'invalid server key' error).--Inertia
  • This appears not only on local servers, and is intermittent. I am guessing the error is caused by a communication error between minecraft_server.jar and minecraft's central authentication server. Chiisana 03:05, 14 November 2011 (UTC)
  • Reproduced on my Linode hosted server with RC2. This is not limited to localhosts. Current solution is to try over and over again, possibly we should upgrade this to a major annoyance or bug.

[A] Minecraft_server.jar needs to be multi-threading to offer better performance for multi-core servers. A server.properties configuration setting the amount of threads to create in a thread pool used by the server would be really nice, too; so minecraft_server doesn't eat up resources on all cores when server admin feels there's need for other things to co-exist. Chiisana 03:09, 14 November 2011 (UTC)

Discussion on this is still available here

Water & Lava

Annoyances

[A!] Lava creates extra source blocks when it flows downwards, making it a major pain to clean up after. [14]

  • I believe this is intentional. Notch talked about making lava floes more "persistent" a while back; don't remember where. Also, no extra source blocks are created; instead, the phenomenon you describe is that flowing lava is slow to disappear, but it does disappear eventually. —Immute [talk]
    • No, I waited ages before taking the second screenshot. It didn't and wouldn't disappear. Only the first 2 layers disappeared, then it stopped. It happens a lot when dealing with lava and is extremely annoying.
      • Define "ages". It can take a few in-game days for it to completely go away sometimes. –ultradude25 (T|C) at 05:16, 14 November 2011 (UTC)

References