This might not be a bug, all ore blocks (gold blocks, iron blocks, diamond blocks) are grey on the map. That said, I'd love to have more colours on the map
Try creating two new portals in the Nether. Destroy the old one and make one at -21, 31 and one at 37, 31. If you can, put them at the same height as the ones in the Overworld. They should now work fine.
It's not a bug, it's how portals work. They are not actually linked together, they simply check in a certain area where they should spawn you if there's a portal already nearby.
Confirmed, but may be intended since you have to close the game using the designated buttons? If you don't, your world may get corrupted or you'll lose some game progress.
Please edit your summary to something more descriptive. "Beacon block" in itself is not a bug, you may want to change it to something like "Beacon does not work under water" if you believe that is the bug.
Please edit your summary to something more descriptive. "Command Block" in itself is not a bug, you may want to change it to something like "Command block is not in creative mode inventory" if you believe that is the bug.
Please edit your summary to something more descriptive. "Blast Resistence" in itself is not a bug, you may want to change it to something like "Wither blows up obsidian when spawned" if you believe that is the bug.
Please edit your summary to something more descriptive. "half slab glitch" doesn't tell us anything, you may want to change it to something like "slabs turn upside down at random" if you believe that is the bug.
Please edit your summary to something more descriptive. "trip wire break" in itself is not really a bug, you may want to change it to something like "floating trip wire doesn't mix with non-floating trip wire - it will just pop off" if you believe that is the bug.
Please edit your summary to something more descriptive. "Invisibility Bug" doesn't tell us anything, you may want to change it to something like "Held item orientation is wrong when player is invisible" if you believe that is the bug.
Please edit your summary to something more descriptive. "Sugar Canes" in itself is not a bug, you may want to change it to something like "Sugar Canes can naturally appear on leaf blocks" if you believe that is the bug.
Mobs still spawn on Peaceful, they just despawn very quickly. And since skeletons shoot on sight, that very short time frame is enough for them to shoot you.
Like Joss said, light the place up properly, even when on Peaceful.
Do you mean it stays closed when you press the button again after that?
Applying power to a trapdoor should make it open, removing power should make it close. So pressing a button over an open trapdoor will make it shut once the button depresses.
I know before you were able to rotate them while in the bed by just moving the mouse around. This also changed the sky colour. Don't know if that's still like that though.
This possibly works like this because when a player crashes, or loses network connection or otherwise gets disconnected, but this update does not reach the server, it still thinks the player is logged in. Then when the player relogs and gets back on the server, the server 'realizes' that the first player is a ghost and so it kicks him.
At least I've seen this happen on IRC servers, people getting disconnected while they still appear to be in chat.
Can't reproduce. Try creating worlds with unique name, I do believe if you delete an old world and create a new one with the same name, you can get old features in the new world.
It has to do with alpha transparency. It's a pain. To do it right would cause massive fps drops. That's why glass and vines for example use 1-bit transparency.
There are a number of similar issues on here, (such as MC-965 and MC-484) that are most likely related.
The default zoom level of a map is now 1:1, so 1 pixel is 1 block. So you probably get a lot filled in on 1st use.
Maps are no longer centered on the player when created, instead, they're now aligned to a grid, to allow for tiling of multiple maps.
This is because portals are not actually linked. When you enter a portal, the game calculates where you should come out and checks for a nearby portal. If it does not find one, it will create a new one. This may not always be in the right location. If it can't create a portal, due to obstructions, it will create one somewhere else.
To fix this, find out your Overworld portal's coordinates (by pressing F3), divide X and Z by 8, go to the Nether and go to the coordinates you calculated. Build a portal there and destroy the old one. Your Nether portal should now always bring you back to your original Overworld portal.
Zombies can pick up any item, that does not mean they use it. If they pick up a cobblestone block, you don't expect them to place it either.
Or you could say, they have the bow, but are out of arrows.
Doesn't matter in programming. You're having two blocks with alpha transparency, no matter which order they're in, that's going to conflict with the current rendering engine. If either of these would ever be fixed, then automatically also the other one is fixed. Liquid and solid mean nothing to the render engine.
Technically not a bug, but a feature request, but I like it. Would love to see this in the game. Doesn't look like it would take too much computing either.
Also duplicate of MC-1697 and MC-1678 and MC-1611
Since MC-1611 appears to be the first, all the others can be closed. Please add your votes and comments there.
Alright, but both issues are probably one and the same, regardless of it happening to a different block type. It's a render issue, I'd think, and the renderer doesn't care about block types. If for some reason it decides to flip normals, it will do so everywhere, not just on fences or fence gates. As such, the issues describe the same fault. Try 1.4.3pre if you want, and see if that fixed the fences as well as the fence gates.
The issue here is that worlds do not get completely deleted when attempted to delete from within Minecraft. Then when a new world is created with the same name as the one supposedly deleted, features of the old world will show up.
A workaround is to delete worlds not from within Minecraft, but in the OS, like in Finder on Mac. Preferably though, when one clicks the Delete World button, the entire world's folder gets deleted, with all its contents. At this moment I see no reason why Minecraft should not do this.
Your old world may still be there, because Minecraft actually doesn't appear to delete worlds completely. Go to your Minecraft saves folder and see if your old world folder is still there. Make a backup of it. Go back into Minecraft and create a new world, with the exact same name (and seed, if you remember) as your old one. You may spawn in a completely different location, but should find most (if not all) of your old world still there.
If that didn't work, try to copy the contents of your backup back to the newly created world and see if that brings back anything of your old world.
I hope that helps at least. And for the future, always make regular backups of your worlds, just in case the game glitches out.
For some reason, probably Minecraft didn't update its list of worlds when you deleted the temporary one, so when you tried that again, it deleted your regular world, is my guess.
Because they later realized it wasn't a duplicate after all, so it was reopened. And then now it's fixed. Noticed they changed it to being related to MC-1473, no longer as a duplicate of. And MC-2570 is the duplicate of this issue.
Well I don't really agree with that. It may not be a bug in that blocks are misidentified, but it certainly is highly inconsistent. Why have a separate colour for clay, for example, one of the blocks you're hardly ever really looking for nowadays, and a separate colour for wood, but make obsidian the same as stone? Or why make mushroom blocks, pumpkins, dandelions and roses all green?
With there being 14 base colours and 56 actual colours (of which 14 are duplicates anyway), this doesn't fit with the 8bit/binary style of numbering everything else has, and is clearly unfinished or meant to be expanded. Originally maps only had 1 zoom level, but with the option for more built in. That shows the maps were not yet completely done when they were released. This too simplified palette obviously needs to be expanded.
So, no bug, maybe, but inconsistent behavior and clearly not fully done.
I think it's technically possible, you can specify an order of versions applications can follow to find the first compatible version. Applications > Utilities > Java Preferences.
However, I think some applications don't do that properly, and I do believe Minecraft is one of them. I do remember having to change the order to have the latest version on top, otherwise malfunctions may occur.
How is this, which is clearly intended behavior, not being closed and marked as such, while the missing colours on the map, which is clearly an unfinished feature, is closed and marked as intended (again, which not entirely so)? This does not make sense, dear mods.
"Something" in the game must trigger that crash however. It is not random, I have never seen it on other Java programs, it happens only in the Nether, is fairly repeatable. If I stay in the Overworld, all is fine, but "something" in the code must trigger something in Java which makes it crash. If that something was not in the game, then it would not crash. So it is caused by something that Minecraft does, otherwise it would be a random Java crash. And it clearly is not.
Sure, I don't think it gives any clues to why the game crashes, as this of course is not the crash itself, but here it is.
I updated lwjgl in the meantime (as suggested on forum, could've just told me here to try that, I know this is not support, but come on, we're not bureaucratic or anything are we?), that did not fix the issue.
Hah, seems I fixed this issue myself. And looks like it actually is a Minecraft bug after all. But since you didn't even consider the possibility and are merely focused on closing as much issues as you can, marking them as "not our problem", not even interested in attempting to locate the source of the problem, I don't know if I can be bothered making a bug report on the issue.
Congratulations, you succeeded in people not wanting to contribute anymore.
I told people the solution. Those that were helpful in the first place. Even if their suggestion didn't fix it. They took the time to listen to me and suggest a possible fix, so I repay them by telling how I probably fixed the issue. They didn't just say "not our problem, go away".
Why should I care about filing bug reports if it's all tossed in the bin without being looked at?
This does not happen for me on Mac OS X 10.5.8, keys work fine here.
This might not be a bug, all ore blocks (gold blocks, iron blocks, diamond blocks) are grey on the map. That said, I'd love to have more colours on the map
Duplicate of
MC-483Try restarting.
Are you on Fast or Fancy graphics? I do believe this only happens on Fast.
Try creating two new portals in the Nether. Destroy the old one and make one at -21, 31 and one at 37, 31. If you can, put them at the same height as the ones in the Overworld. They should now work fine.
It's not a bug, it's how portals work. They are not actually linked together, they simply check in a certain area where they should spawn you if there's a portal already nearby.
Confirmed, but may be intended since you have to close the game using the designated buttons? If you don't, your world may get corrupted or you'll lose some game progress.
Please edit your summary to something more descriptive. "Beacon block" in itself is not a bug, you may want to change it to something like "Beacon does not work under water" if you believe that is the bug.
Please edit your summary to something more descriptive. "Command Block" in itself is not a bug, you may want to change it to something like "Command block is not in creative mode inventory" if you believe that is the bug.
Please edit your summary to something more descriptive. "Blast Resistence" in itself is not a bug, you may want to change it to something like "Wither blows up obsidian when spawned" if you believe that is the bug.
Please edit your summary to something more descriptive. "half slab glitch" doesn't tell us anything, you may want to change it to something like "slabs turn upside down at random" if you believe that is the bug.
Please edit your summary to something more descriptive. "trip wire break" in itself is not really a bug, you may want to change it to something like "floating trip wire doesn't mix with non-floating trip wire - it will just pop off" if you believe that is the bug.
Please edit your summary to something more descriptive. "Invisibility
Bug" doesn't tell us anything, you may want to change it to something like "Held item orientation is wrong when player is invisible" if you believe that is the bug.Please edit your summary to something more descriptive. "Sugar Canes" in itself is not a bug, you may want to change it to something like "Sugar Canes can naturally appear on leaf blocks" if you believe that is the bug.
Mobs still spawn on Peaceful, they just despawn very quickly. And since skeletons shoot on sight, that very short time frame is enough for them to shoot you.
Like Joss said, light the place up properly, even when on Peaceful.
Duplicate of
MC-6This is intentional, slimes spawn on the surface in swamp biomes.
Not a bug, you need to right-click to activate the map now.
Duplicate of
MC-606Duplicate of
MC-86Apparently, already fixed internally, so should be fixed in next snapshot.
Might be too dark, have you tried it with a torch next to it?
Don't think it is a bug.
Do you mean it stays closed when you press the button again after that?
Applying power to a trapdoor should make it open, removing power should make it close. So pressing a button over an open trapdoor will make it shut once the button depresses.
Looks like an alpha transparency bug. Hard to fix, I'd think, without causing too much fps drop.
Because?
I know before you were able to rotate them while in the bed by just moving the mouse around. This also changed the sky colour. Don't know if that's still like that though.
Any way to reproduce this? Seed, coords, world settings? Any mods?
Duplicate of
MC-10This possibly works like this because when a player crashes, or loses network connection or otherwise gets disconnected, but this update does not reach the server, it still thinks the player is logged in. Then when the player relogs and gets back on the server, the server 'realizes' that the first player is a ghost and so it kicks him.
At least I've seen this happen on IRC servers, people getting disconnected while they still appear to be in chat.
That is true, but there's already another issue for that:
MC-270You don't, a mod should come along and close it for you.
Related to
MC-86Fixed in future version.
Are you deleting world and creating new ones with the same name as the old ones? Try starting a world with a unique name.
These are not related, are they? Please make a separate issue for each issue.
Enchanting table above the beacon? So it's blocking it?
Can't reproduce. Try creating worlds with unique name, I do believe if you delete an old world and create a new one with the same name, you can get old features in the new world.
Duplicate of
MC-911Yes, this is intentional.
Duplicate of
MC-1162Already fixed in future version.
Duplicate of or related to
MC-38Fixed in future version.
It has to do with alpha transparency. It's a pain. To do it right would cause massive fps drops. That's why glass and vines for example use 1-bit transparency.
There are a number of similar issues on here, (such as
MC-965andMC-484) that are most likely related.The default zoom level of a map is now 1:1, so 1 pixel is 1 block. So you probably get a lot filled in on 1st use.
Maps are no longer centered on the player when created, instead, they're now aligned to a grid, to allow for tiling of multiple maps.
Chunk error, by exploring old and new terrain or by creating a new world with the same name as an old world.
This is because portals are not actually linked. When you enter a portal, the game calculates where you should come out and checks for a nearby portal. If it does not find one, it will create a new one. This may not always be in the right location. If it can't create a portal, due to obstructions, it will create one somewhere else.
To fix this, find out your Overworld portal's coordinates (by pressing F3), divide X and Z by 8, go to the Nether and go to the coordinates you calculated. Build a portal there and destroy the old one. Your Nether portal should now always bring you back to your original Overworld portal.
Possibly related to
MC-1477?This is pretty much the same as
MC-1379Duplicate of
MC-1153Zombies can pick up any item, that does not mean they use it. If they pick up a cobblestone block, you don't expect them to place it either.
Or you could say, they have the bow, but are out of arrows.
Duplicate of
MC-212andMC-967. Fixed in future version.Doesn't matter in programming. You're having two blocks with alpha transparency, no matter which order they're in, that's going to conflict with the current rendering engine. If either of these would ever be fixed, then automatically also the other one is fixed. Liquid and solid mean nothing to the render engine.
They only pick up 1 item, don't they?
Anyway, I don't think using items is part of the zombie AI, so this probably works as intended.
Duplicate of
MC-494Not a bug.
Duplicate of
MC-910Do you have any pictures?
Possibly the same as
MC-86If so, fixed in future version.
Duplicate of
MC-1638Duplicate of
MC-1638Related to
MC-478Technically not a bug, but a feature request, but I like it. Would love to see this in the game. Doesn't look like it would take too much computing either.
Indeed. Notch likes this idea, so listen to your boss guys. Make it happen
What do you mean? Zombie villagers? That's intended.
Duplicate of
MC-1647Probably Enderman.
Herobrine does not exist and never existed and will never exist, so that can't possibly be the cause.
That's supposed to happen.
Also duplicate of
MC-1697andMC-1678andMC-1611Since
MC-1611appears to be the first, all the others can be closed. Please add your votes and comments there.Duplicate of
MC-1311Duplicate of
MC-1745Duplicate of
MC-1745Duplicate of
MC-1647Duplicate of
MC-1379Possibly not intended, but water doesn't entirely fill the block, I suppose and then it's the general alpha problem that makes the ice invisible.
Possible duplicate of
MC-515No problem. No, a mod will close it.
Duplicate of
MC-1647(Partial?) duplicate of
MC-1221There is no crafting grid in Creative inventory (at least not in 1.4.2). Are you using a texture pack?
Duplicate of
MC-20Says it's fixed in 1.4.3pre.
Duplicate of
MC-1685Could somebody please edit the title of this issue?
[edit] Thank you very much, it's easier to find now
Duplicate of
MC-38Says it's fixed in 1.4.3pre.
Duplicate of
MC-1611Fixed in future version.
Possible duplicate of
MC-1611Fixed in future version.
Might be intentional, after all, you can't pick up the cake normally either. And what would a half-eaten cake drop?
Iron Golem. Duplicate of
MC-1608Duplicate of
MC-86Fixed in 1.4.3pre.
Alright, but both issues are probably one and the same, regardless of it happening to a different block type. It's a render issue, I'd think, and the renderer doesn't care about block types. If for some reason it decides to flip normals, it will do so everywhere, not just on fences or fence gates. As such, the issues describe the same fault. Try 1.4.3pre if you want, and see if that fixed the fences as well as the fence gates.
Duplicate of
MC-1162Duplicate of
MC-20Already fixed.
Duplicate of
MC-1311Duplicate of
MC-1611Fixed in future version.
The issue here is that worlds do not get completely deleted when attempted to delete from within Minecraft. Then when a new world is created with the same name as the one supposedly deleted, features of the old world will show up.
A workaround is to delete worlds not from within Minecraft, but in the OS, like in Finder on Mac. Preferably though, when one clicks the Delete World button, the entire world's folder gets deleted, with all its contents. At this moment I see no reason why Minecraft should not do this.
Your old world may still be there, because Minecraft actually doesn't appear to delete worlds completely. Go to your Minecraft saves folder and see if your old world folder is still there. Make a backup of it. Go back into Minecraft and create a new world, with the exact same name (and seed, if you remember) as your old one. You may spawn in a completely different location, but should find most (if not all) of your old world still there.
If that didn't work, try to copy the contents of your backup back to the newly created world and see if that brings back anything of your old world.
I hope that helps at least. And for the future, always make regular backups of your worlds, just in case the game glitches out.
For some reason, probably Minecraft didn't update its list of worlds when you deleted the temporary one, so when you tried that again, it deleted your regular world, is my guess.
I don't really see it either.
It may look like it, because of the contrast between the pot and the background. The eye plays lots of tricks.
Also happens with just the spider's eyes, even when not hitting them.
Because they later realized it wasn't a duplicate after all, so it was reopened. And then now it's fixed. Noticed they changed it to being related to
MC-1473, no longer as a duplicate of. AndMC-2570is the duplicate of this issue.Well I don't really agree with that. It may not be a bug in that blocks are misidentified, but it certainly is highly inconsistent. Why have a separate colour for clay, for example, one of the blocks you're hardly ever really looking for nowadays, and a separate colour for wood, but make obsidian the same as stone? Or why make mushroom blocks, pumpkins, dandelions and roses all green?
With there being 14 base colours and 56 actual colours (of which 14 are duplicates anyway), this doesn't fit with the 8bit/binary style of numbering everything else has, and is clearly unfinished or meant to be expanded. Originally maps only had 1 zoom level, but with the option for more built in. That shows the maps were not yet completely done when they were released. This too simplified palette obviously needs to be expanded.
So, no bug, maybe, but inconsistent behavior and clearly not fully done.
I think it's technically possible, you can specify an order of versions applications can follow to find the first compatible version. Applications > Utilities > Java Preferences.
However, I think some applications don't do that properly, and I do believe Minecraft is one of them. I do remember having to change the order to have the latest version on top, otherwise malfunctions may occur.
How is this, which is clearly intended behavior, not being closed and marked as such, while the missing colours on the map, which is clearly an unfinished feature, is closed and marked as intended (again, which not entirely so)? This does not make sense, dear mods.
There is no crash report, I already pasted the excerpt showing the crash.
This is the only report there is.
This is a bug. Game crashes - that is a bug.
Well that's the last time I volunteered in helping make software better.
"Something" in the game must trigger that crash however. It is not random, I have never seen it on other Java programs, it happens only in the Nether, is fairly repeatable. If I stay in the Overworld, all is fine, but "something" in the code must trigger something in Java which makes it crash. If that something was not in the game, then it would not crash. So it is caused by something that Minecraft does, otherwise it would be a random Java crash. And it clearly is not.
Sure, I don't think it gives any clues to why the game crashes, as this of course is not the crash itself, but here it is.
I updated lwjgl in the meantime (as suggested on forum, could've just told me here to try that, I know this is not support, but come on, we're not bureaucratic or anything are we?), that did not fix the issue.
I cannot update Java, I already use the latest version that is available for Mac OS X 10.6 and lower.
Hah, seems I fixed this issue myself. And looks like it actually is a Minecraft bug after all. But since you didn't even consider the possibility and are merely focused on closing as much issues as you can, marking them as "not our problem", not even interested in attempting to locate the source of the problem, I don't know if I can be bothered making a bug report on the issue.
Congratulations, you succeeded in people not wanting to contribute anymore.
I told people the solution. Those that were helpful in the first place. Even if their suggestion didn't fix it. They took the time to listen to me and suggest a possible fix, so I repay them by telling how I probably fixed the issue. They didn't just say "not our problem, go away".
Why should I care about filing bug reports if it's all tossed in the bin without being looked at?