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Java Edition 1.3.1/List of broken features

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This article is reproduced from Java Edition 1.3.1/List of broken features on the Minecraft Wiki. Mirrored from revision 3722998. It is licensed CC BY-NC-SA 3.0 by the Minecraft Wiki contributors — not under the Codex’s CC BY-SA 4.0, and it may not be used commercially. Edits belong upstream, not here.

This is a list of features which were broken by 12w18a's client-server logic split which remained broken into the full release of 1.3.1. As a relatively large number of things were affected by this change, and in many cases the differences are subtle or difficult to notice at a glance, this page serves to demonstrate these behaviors in more detail than is typically provided by the regular changelog.

Summary

Note that due to the nature of these bugs, all of the features listed here only functioned in singleplayer prior to 12w18a – the reason they broke in the first place is because singleplayer was changed to use multiplayer logic internally and these features were not accounted for. Likewise, features that have since been fixed now function in both singleplayer and multiplayer.

Feature Description Fixed in version(s) Bug tracker report(s)
Hidden experience level in Creative mode The player's experience level would be hidden from the HUD while in Creative mode. 13w21a None/Unknown
Darker thunderstorms Thunderstorms would darken the sky, clouds, and lighting to a greater extent than normal rain. 13w39a MC-673
Health bar showing lost hearts Taking damage would cause the lost hearts to flash a pale red color on the HUD. 14w32a MC-2930
Most server-side particles Water/lava collisions, burning out redstone torches, mob armor breaking, End portal frame eye additions and more would create dedicated particles for these events. 19w14a MC-10369
Saving Level text A "Saving level.." indicator would appear on the bottom left of the pause menu when the level was being saved. 21w42a MC-73300
Nether portal exit animation Being placed at a destination Nether portal would show the effect at full intensity, rapidly decreasing to nothing. 1.20 Pre-release 1 MC-180
Ambient darkness effects Entity shadows, water overlays and vignettes would adjust according to sky brightness. 24w40a MC-259651
Sky instantly reflecting desired time after time change The sky would instantly change its appearance after sleeping or changing time with commands. 24w44a (commands)
26.1 Snapshot 3 (beds)
MC-72846
MC-233911
Dragon egg trails Dragon eggs would create a trail of particles leading from their old location to their new location upon teleporting. 1.4.3 (partial)
26.3 Snapshot 4 (full)
MC-160
MC-2157
Map behavior Maps would draw new terrain very quickly, restore visible terrain instantly after a world reload, and update the position marker to match the player's position/rotation continuously with no delay. 14w28a (partial) MC-237239
Portal travel sound Entering a Nether portal or End portal would play a sound once the loading screen appeared. 16w02a (partial) MC-233
MC-302305
resolved as "Won't Fix"
Directional damage tilt The screen tilting would indicate what direction damage came from. 23w03a (partial) MC-26678
MC-259212
Progress bars These would be shown under text when creating, loading or saving worlds or when entering or exiting dimensions. 25w31a (partial) MC-2681
resolved as "Works As Intended"
Specialized loading text Loading screens would display specialized text for entering and leaving dimensions, respawning, and deleting the world in hardcore mode. Not fixed MC-12789
Notch dropping an apple on death Players named Notch would drop an apple along with their inventory upon death. Not fixed MC-96781
Mob construction particles Building iron golems and snow golems would result in the production of particles. Not fixed MC-217618
MC-217619
MC-217641
Enderman teleport particles Endermen would produce a trail of particles upon teleportation. Not fixed MC-258347
Ghast loading animation Ghasts would visually expand directly prior to shooting a fireball. Not fixed MC-165038
resolved as "Won't Fix"
Minecart physics Minecarts would quickly change orientation in response to entity collision and could push other entities. Not fixed MC-193779
resolved as "Works As Intended"
Instant entity teleportation Teleporting entities (most notably, endermen) would move instantly to their new location instead of interpolating to it. Not fixed MC-303560
resolved as "Works As Intended"
Creative mode default items Players in creative mode would receive a set of default items upon loading the world or switching from another game mode. Not fixed None/Unknown


Still-broken features

Specialized loading text

Loading screens would originally change their upper line of text to be specialized to the action that was being performed. When entering the Nether or End, the screen would respectively display "Entering the Nether" or "Entering the End". Leaving either dimension would display "Leaving the Nether" or "Leaving the End". Respawning after death would display "Respawning", while deleting the world after dying in Hardcore mode would display "Deleting world". All of these no longer occur since 12w18a. In Java Edition 1.20.5, dimension backgrounds were added to distinguish the Nether or End dimension teleports, but the text has yet to be restored and there is still no loading screen displayed when respawning.

As Hardcore mode no longer deletes the world on death, the loading text for that can arguably be considered "fixed" by technicality – although no corresponding text is displayed for spectating the world either.

Notch dropping an apple on death

Prior to 12w18a, any player named "Notch" would drop an apple along with their inventory when killed in singleplayer. This no longer happens, and their inventory will simply be dropped as normal.

In the years since, Mojang has distanced themselves from Notch and removed most references to him from the game, following controversial statements he made on Twitter. Despite this, the associated bug tracker issue remains open.

Mob construction particles

When a snow golem was built, along with the snow golem, a cloak of snowflake particles would also be generated around it. Similarly, when building an iron golem, a burst of snowball-textured particles would also be created at the instant of its spawning. In 12w18a, these particles would no longer appear at all, and the mobs would just phase into existence with no further effects.

When the wither was made spawnable, its spawning code also made it create snowball particles in much the same way that iron golems would. The particles stop appearing in 13w03a.

In 17w47a, due to changes to the breaking of blocks, particles would again be generated upon the creation of the golems and for the first time ever the wither. However, these particles are functionally and fundamentally different – where the particles were themed for the mob at first, these particles were simply the result of the constituent blocks being broken by the game, and as such were block breaking particles using the textures of the blocks in question.[1] The actual particles for these three mobs still remain to be fixed.

Before:

After:

Enderman teleport particles

This section would benefit from the addition of more images.
 
Please remove this notice once you have added suitable images to the article.

Endermen are programmed to create a trail of particles leading from their old location to their new location when teleporting, but this is not networked correctly. As a result, the particles did not appear in multiplayer and no longer appear at all since 12w18a. Note that due to teleportation no longer being instant, some particles may still appear – these are simply a result of the enderman happening to emit ambient particles mid-interpolation, rather than an effect intentionally programmed into the game. The original teleportation particles have yet to be fixed.

Ghast loading animation

When ghasts were first added, they would compress slightly before shooting a fireball, similarly to a creeper about to explode. This created the visual effect of the ghast "charging" a fireball, rather than just opening its mouth and firing it. They would also return to normal size if the player gets out of their sight before they can shoot a fireball. However, the effect was not properly networked from the server to the client, causing it to not work in multiplayer. As a result, when singleplayer was changed to use an internal server, the effect broke there too. The code which created this effect was removed from the game entirely in 1.8.

Minecart physics

Prior to the client-server split, minecarts were capable of pushing players, and would react immediately and change direction when pushed. However, minecarts no longer push the player, and turn more gradually.

Instant entity teleportation

This section would benefit from the addition of more images.
 
Please remove this notice once you have added suitable images to the article.
The specific instructions are: Enderman (Might not be a good way to show ender pearls but show if there is)

Teleporting entities originally snapped straight from their old position to their new position, with no visible movement between them, as would be expected from a teleport. However, client-side interpolation is not turned off for teleporting entities in multiplayer (and singleplayer after 12w18a), causing them to instead appear to quickly travel in a straight line to the new position. This was reported on the issue tracker and closed as "Works As Intended".[2]

Creative mode default items

Prior to 12w18a, creating or loading a singleplayer world in creative mode would automatically fill empty slots in the hotbar with specific blocks corresponding to each slot:

Invicon Stone.png: Inventory sprite for Stone in Minecraft as shown in-game linking to Stone with description: StoneInvicon Cobblestone.png: Inventory sprite for Cobblestone in Minecraft as shown in-game linking to Cobblestone with description: CobblestoneInvicon Bricks.png: Inventory sprite for Bricks in Minecraft as shown in-game linking to Bricks with description: BricksInvicon Dirt.png: Inventory sprite for Dirt in Minecraft as shown in-game linking to Dirt with description: DirtInvicon Oak Planks.png: Inventory sprite for Oak Planks in Minecraft as shown in-game linking to Oak Planks with description: Oak PlanksInvicon Oak Log.png: Inventory sprite for Oak Log in Minecraft as shown in-game linking to Oak Log with description: Oak LogInvicon Oak Leaves.png: Inventory sprite for Oak Leaves in Minecraft as shown in-game linking to Oak Leaves with description: Oak LeavesInvicon Torch.png: Inventory sprite for Torch in Minecraft as shown in-game linking to Torch with description: TorchInvicon Smooth Stone Slab.png: Inventory sprite for Smooth Stone Slab in Minecraft as shown in-game linking to Smooth Stone Slab with description: Smooth Stone Slab

These are the same blocks that Creative mode players spawned with from Indev version 20091223-1459 until the mode's removal a few days later. When commands were added to singleplayer in 12w16a, these blocks would also be given when switching from Survival to Creative mode using the /gamemode command. In 12w18a onwards, the player no longer receives these blocks.

Partially fixed features

Map behavior

This section would benefit from the addition of more images.
 
Please remove this notice once you have added suitable images to the article.
The specific instructions are: Comparison of pre-14w28a and post-14w28a, so we have a direct comparison between the current behavior and the original, intended behavior

Maps originally had the ability to draw in new terrain very quickly, and the marker indicating the player's location would update in real-time as the player moved and turned. Additionally, opening an existing map after a world reload would have its contents be visible immediately. Since 12w18a, terrain on maps (both new and existing) is now very slowly drawn in column-by-column, and the position marker appears noticeably more choppy, only updating around three to four times per second.

14w28a greatly improved the speed at which terrain appears on maps to be near-instant, but the position marker remains unfixed.

Before:

After (12w18a-14w27b):

Portal travel sound

Travelling to another dimension via the use of a Nether portal or End portal would result in a dedicated sound being played on the dimension loading screen. However, this sound did not play in multiplayer, and the player would instead be teleported silently. Therefore, when singleplayer was changed to use a multiplayer server in 12w18a, the sound stopped playing in singleplayer too. In 16w02a, this sound would now play again, but after transport to the dimension rather than on the loading screen.[3]

Directional damage tilt

Originally, taking damage would cause the player's camera to tilt toward the entity that damaged them. If the damage came from an environmental source, then it would instead tilt randomly to either the left or the right. However, the direction value was not properly networked or set in multiplayer, causing the camera to always tilt left, as this is the default value. As a result, when singleplayer was changed to use an internal server, this feature broke entirely.

The directional tilt when being damaged by an entity was fixed in 23w03a, despite being previously marked as "Won't Fix" on issue tracker. However, damage from non-entity sources is still broken, as it will "remember" the last direction the camera tilted in instead of randomly tilting left or right.

Progress bars

When generating or loading a world or entering a given dimension, a green progress bar would appear on screen under relevant text. As of 1.3.1, this progress bar would no longer appear. For world generation and loading, a chunk graph was added in 1.14 and a progress bar was re-added in 1.21.9. However, dimension loading screens still show nothing.

Fixed features

Hidden experience level in Creative mode

This section would benefit from the addition of more images.
 
Please remove this notice once you have added suitable images to the article.

In Creative mode, all icons above the hotbar were intended to be hidden, but due to game mode logic being handled differently between singleplayer and multiplayer, the experience level number (but not the experience bar) was incorrectly still shown in multiplayer. As a result, this carried over to singleplayer in 12w18a.

In 13w21a, the experience level was hidden again while fixing a bug that caused the experience bar to also become visible in Creative mode.[4] While this could arguably be considered a loss of functionality, later issues regarding the experience bar/level being hidden were closed as "Works As Intended", confirming that not showing the experience level (as had previously been the case in singleplayer) was the intended behavior.[5]

Darker thunderstorms

Prior to 12w18a, thunderstorms would darken the sky, clouds, and world lighting further than rain did. However, clients were not notified if the world was thundering so the sky appears to be like regular rain instead. This was fixed in 13w39a, where thunderstorms now darken the sky again.

Health bar showing lost hearts

Originally when taking damage, the health bar would flash the hearts that had just been lost with a pale red color. This effect did not work in multiplayer, and thus broke when singleplayer was changed to an internal server. The animation was restored in 14w32a, and further enhanced so it now stacks lost hearts if damage is taken repeatedly in a short period of time.[6]

Most server-side particles

Certain particles were created dependent on the server, and never showed up on clients connected to said servers. As a result, several particles simply stopped appearing in 12w18a and beyond. The majority of these were eventually fixed in 19w14a.

The following particles stopped appearing in 12w18a:

Before:

After:

Saving Level text

[verify]

In the pause menu, the bottom left would display "Saving level.." for a few seconds as it saved the level. As of 21w42a, the text "Saving world" shows in the bottom right whenever the game autosaves, regardless of if the player is in the pause menu. This can be toggled in the video settings.

Nether portal exit animation

Exiting a Nether portal originally showed a screen effect combination, in which the nausea effect would ramp down and stop and the portal texture overlay would disappear. Starting in 12w18a, this would no longer occur; spawning in the exit portal would either not play a screen animation at all, or the ramp-up animation used when entering the portal would repeat and then loop forever until stepping out. As of 12w34a, the latter now seems to occur consistently, making the brokenness of this harder to spot.

The intended animation was restored in 1.20 Pre-release 1.

The table below demonstrates the historical visual behavior of entering a Nether portal, with time passing going to the right. Blank spaces show where the effect does not play, an animated Nether portal texture shows when the effect is at full intensity, and a static Nether portal texture shows where the portal animation is either accelerating or decelerating.

Behavior type Before entering a portal Standing in the entry portal Loading screen Standing in the exit portal Stepping out of the portal
Alpha v1.2.0 – 12w17a
(intended behavior)
12w18a – 12w32a
(sometimes)
12w34a – 23w18a;
sometimes in earlier versions

Ambient darkness effects

At night time, entity shadows would be hidden, the water overlay would be darker and the vignette would show up. In multiplayer however, the variable determining the strength of these effects was not updated even though it is a client-side feature. This was fixed in 24w40a where the effects were restored.

Before:

After:

Sky instantly reflecting desired time after time change

Before 12w18a, the sky would instantly change its appearance after the sleeping animation, or after changing time with commands. As of 12w18a there is a noticeable delay before the sky's appearance actually changes as a result of the server only periodically sending time of day updates to clients. Fixed in 24w44a for the /time command​[more information needed] and in 26.1 Snapshot 3 for beds.[8]

Note that at some point around the same time as the fix, the sun and moon began interpolating to their new positions over a single tick whenever the time changes instead of moving instantly, but this is very hard to notice and is an unrelated bug which isn't directly caused by any changes made in 12w18a.​[more information needed]

Dragon egg trails

This section describes content that is currently in development for Java Edition.
 
This content has appeared in development versions for Java Edition 26.3, but the full update adding it has not been released yet.

When first implemented, dragon eggs would leave a trail of particles upon performing a teleportation. This trail of particles would lead from their initial position directly to the position they teleported to. Like several other particle effects, these stopped appearing in 12w18a.

In 1.4.3,[9] the particles were restored, but they were still broken – as they are created by the client independently of the egg's actual teleport destination, they rarely point to the correct location.[10] This bug would eventually be fixed in 26.3 Snapshot 4, with the trail of particles once again leading to the dragon egg's actual teleport destination.

References

  1. ↑ MC-123338
  2. ↑ MC-303560 – resolved as "Works As Intended".
  3. ↑ MC-302305
  4. ↑ MC-13626 – resolved as "Fixed".
  5. ↑ MC-16683 – resolved as "Works As Intended".
  6. ↑ https://twitter.com/Dinnerbone/status/497362125476478976
  7. ↑ MC-93826
  8. ↑ MC-233911 – resolved as "Fixed".
  9. ↑ MC-160
  10. ↑ MC-2157

Sources