Mining Iron Ore, doesn't give you XP orbs, i was playing with my friend, and made the singleplayer world a multiplayer world, when i mined coal, ok, xp orbs, but i mined iron ore, nope. Also, when its raining, and you look up, you see a empty block, like if it nerver rain on the player, not sure if its a bug, or they made it intentionally.
Mining Iron Ore, doesn't give you XP orbs, i was playing with my friend, and made the singleplayer world a multiplayer world, when i mined coal, ok, xp orbs, but i mined iron ore, nope. Also, when its raining, and you look up, you see a empty block, like if it nerver rain on the player, not sure if its a bug, or they made it intentionally.
None of those are bugs lol
Iron ore doesnt give you xp because first you have to smelt it.(The only blocks that dont give you xp are Iron ores, and gold ores, because they dont give you the actual mineral like coal or diamond.
The empty rain block when you look up has been there al the time so its not a bug, I dont know exactly why but its been there a while.
I've found a significant and VERY irritating bug.
When you switch dimensions, sometimes the chunk you spawn into doesn't load, so you fall into the void and die.
I am currently working on a hardcore mode game, so I can't enter the nether nor the end until this is fixed.
I found a bug in Single Player Minecraft 1.3. I'm trying to report it and this is the closest to finding a bug report site so heres the deal. I can't craft books and a flower bloomed under an NPC villages wheat farm under dirt.
In 1.3 the recipie for books has been changed, now you have to add a leather anywhere on the crafting grid.
I still have the slow poke zombies and skeletons, the ones that act like they are webbed after you hit them once. I see it was reported in the 30 update, but at least my nether works again.
When I heard that Minecraft 1.3 was coming out on August 1st, I immediately thought that My sister should get an account on Minecraft. cause August 1st is her birthday. also I'm not sure if this is a glitch, but once I played on the 1.3 pre-release, and it seemed that when I right clicked on my dogs, ( while they were sitting) they wouldn't get up. So I logged out and logged back in, and still the same thing happened. I Think it's nothing. no need to reply.
This happened to my cat. I had to... "replace" it...
When enemy mobs are attacked in Creative they freeze. Creepers do a great impression of Endermen and just stare at you, not exploding. I'm assuming this isn't a feature.
When enemy mobs are attacked in Creative they freeze. Creepers do a great impression of Endermen and just stare at you, not exploding. I'm assuming this isn't a feature.
They can't come after you or explode if you're attacking them in creative mode.
I have tried the following to keep animals in and out of fenced off areas.
(Local single player game XBox)
fenced with gates
fences 2 high
fences 2 high with 1 block deep trench on both sides of fence
Animals still appear to be gone when I wake or return from being away from spawn. Animals still seem to get into wheat fields and are inside fence when I wake or get back from being away.
Here's a nice new "feature": Catching fire while riding a minecart when the track runs next to obsidian. I've replicated this multiple times. Annoying and possibly deadly.
Rollback Post to RevisionRollBack
Battle not with creepers, lest ye become a creeper, and if you gaze into the ravine, the ravine gazes also into you.
Also, this still happens. I don't know if this was fixed or not, but I found this on a new world spawned naturally.
If im not wrong the "missing block" glitches are caused because of the fact that singleplayer now runs something like a server. Causing a delay on spawning certain blocks
Water pushing you towards a block (maybe only stone?) can cause you to take suffocation damage as if it pushed you inside of the block.
Placing water and then picking it back up seems to cause this more frequently but it is not consistently.
Something similar happens when a mob pushes you against the wall. I've had that with my sheep and pigs. The pigs also died for no apparent reason - I suppose they also pushed each other into the walls.
The sheep get along with that better.
1.3 pre-relase bug i have a server running with mobs on and on normal dificulty , but after 1 to 2 nights all the mobs just stop spawning. spawners still work , but natural spawns dont seem to after that.
also it appears that villagers go stupid around the same time and dont go indoors at night.
passive mob spawning has still not been fixed. ever since they introduced new mob spawn/ai this has been a problem, especially in survival. if we are to rely on animals for critical things early game, like armor/beds/arrows this needs to be improved asap. it would seem that pigs/wolves/ocelots are always common, but the more important cows/sheep/chicken are always hit or miss every new world. you can walk for kilometers without finding one or the other, even in biomes where they are commonly found. which means you don't have important materials for survival early on, it needs to be way more consistent.
as in my current 1.3pre test world, I'm surrounded by 4 different biomes of desert, jungle, taiga, plains and not a single chicken in sight. which means that even if I do manage to find them, they will be impossible to breed unless I move, since they are so far away from home. no ammo for the bow and this puzzling new creeper mechanics means I'm at the mercy of every creeper that spawns.
that is something I don't understand either, creeper explosion is basically impossible to prevent now unless you kill them at range. really pointless change imo.
I've found a bug with this Efficiency 3/Unbreaking 3 diamond pickaxe I'm using not staying broken in 1.3. If it breaks, and I put a different item in the slot where it broke, the pickaxe comes back with no durability left. I can then break a few more blocks with it until the Unbreaking enchantment stops working, and it breaks again. Repeat several times, and the pickaxe lasts forever.
EDIT: Never mind, the glitch seems to have fixed itself. It was fun while it lasted.
Fires on the overworld caused by Lightning strikes can not be put out by hitting them. You must place a block on them to put them out. Kind of annoying to have your tree farm or house burn down because of this.
Rollback Post to RevisionRollBack
- I've seen things you people wouldn't believe... -
another bug found, piston elevating mechanism under boats leads to death. I tried this with a standard wool+piston dock from below, that I've built and used many times before with no problem, no blocks above the area. triggering this just crushed me to death when the wool rose up 1 block to dry dock the boat out of water, with the message "<player> hit the ground too hard", though apparently the boat survives intact.
This is just bad luck there is nothing wrong with passive mobs spawning and I know this because I have been playing UHC 2-3 times a week, every week for the past 3 months and each game requires a new seed / map.
what is UHC and why is this relevant? what I'm saying is that every mob should be more consistent to every adjacent chunk, not that they're completely broken. sure you can go on a hike one or few chunks away to find this mob, my point is the player should not have to. leading them back home to breed is a tedious pointless excercise even on peaceful, and basically impossible on survival. since day cycles are so absurdly short (still?), even collecting basic items, or fending off hostiles while trying to lead them home in one piece on days long journeys just takes an inconceivable amount of time. for something useless like mooshroom this is no problem, but other mobs that provide important early game materials, no.
this has been ongoing through many seeds since the change, not the first time I've seen it. every map so far like this, always 1 or 2 mobs refusing to spawn nearby, that force the player to load new chunks far away. maybe it was some half baked scheme to get players to explore? if so this would be very ill conceived. and it would also seem that seed generation is biased to roll some combination of jungle + extreme hills to spawn you in nearly every time, so almost guaranteed that you will have tough terrain making it even worse.
None of those are bugs lol
Iron ore doesnt give you xp because first you have to smelt it.(The only blocks that dont give you xp are Iron ores, and gold ores, because they dont give you the actual mineral like coal or diamond.
The empty rain block when you look up has been there al the time so its not a bug, I dont know exactly why but its been there a while.
When you switch dimensions, sometimes the chunk you spawn into doesn't load, so you fall into the void and die.
I am currently working on a hardcore mode game, so I can't enter the nether nor the end until this is fixed.
In 1.3 the recipie for books has been changed, now you have to add a leather anywhere on the crafting grid.
When creating the world, you can change this option. All old worlds default to cheats off.
Per the wiki that happens albeitly rarely.
I still have the slow poke zombies and skeletons, the ones that act like they are webbed after you hit them once. I see it was reported in the 30 update, but at least my nether works again.
Water pushing you towards a block (maybe only stone?) can cause you to take suffocation damage as if it pushed you inside of the block.
Placing water and then picking it back up seems to cause this more frequently but it is not consistently.
This happened to my cat. I had to... "replace" it...
They can't come after you or explode if you're attacking them in creative mode.
Not a bug; supposed to happen
(Local single player game XBox)
fenced with gates
fences 2 high
fences 2 high with 1 block deep trench on both sides of fence
Animals still appear to be gone when I wake or return from being away from spawn. Animals still seem to get into wheat fields and are inside fence when I wake or get back from being away.
If im not wrong the "missing block" glitches are caused because of the fact that singleplayer now runs something like a server. Causing a delay on spawning certain blocks
Something similar happens when a mob pushes you against the wall. I've had that with my sheep and pigs. The pigs also died for no apparent reason - I suppose they also pushed each other into the walls.
The sheep get along with that better.
also it appears that villagers go stupid around the same time and dont go indoors at night.
as in my current 1.3pre test world, I'm surrounded by 4 different biomes of desert, jungle, taiga, plains and not a single chicken in sight. which means that even if I do manage to find them, they will be impossible to breed unless I move, since they are so far away from home. no ammo for the bow and this puzzling new creeper mechanics means I'm at the mercy of every creeper that spawns.
that is something I don't understand either, creeper explosion is basically impossible to prevent now unless you kill them at range. really pointless change imo.
this is normal, foliage has always been able to replace those kind of objects.
EDIT: Never mind, the glitch seems to have fixed itself. It was fun while it lasted.
what is UHC and why is this relevant? what I'm saying is that every mob should be more consistent to every adjacent chunk, not that they're completely broken. sure you can go on a hike one or few chunks away to find this mob, my point is the player should not have to. leading them back home to breed is a tedious pointless excercise even on peaceful, and basically impossible on survival. since day cycles are so absurdly short (still?), even collecting basic items, or fending off hostiles while trying to lead them home in one piece on days long journeys just takes an inconceivable amount of time. for something useless like mooshroom this is no problem, but other mobs that provide important early game materials, no.
this has been ongoing through many seeds since the change, not the first time I've seen it. every map so far like this, always 1 or 2 mobs refusing to spawn nearby, that force the player to load new chunks far away. maybe it was some half baked scheme to get players to explore? if so this would be very ill conceived. and it would also seem that seed generation is biased to roll some combination of jungle + extreme hills to spawn you in nearly every time, so almost guaranteed that you will have tough terrain making it even worse.