Java Edition 1.3.1/List of broken features
- Did anything else break in this snapshot?
- Was MC-185 one of them?
- Is MC-96781 one of them?
- Add information about MC-2930: [1]
- Did map icons update faster prior to this version?
This page details features which were broken by 12w18a's client-server logic split which remained broken into the full release of 1.3.1.
Summary[edit | edit source]
Feature | Description | Fix version? | Bug tracker report |
---|---|---|---|
Thunderstorms darkening the sky | Thunderstorms would darken the sky to a much greater extent than normal rain. | 13w39a | MC-673 |
Portal travel sound | Entering a Nether Portal or End Portal would play a sound once the loading screen appeared. | 16w02a | MC-233 |
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 | "Saving level..." would appear on the bottom left of the pause menu when the level was being saved. | 21w42a | MC-73300 |
Directional damage tilt | The screen tilting would indicate what direction damage came from. | 23w03a | MC-26678 |
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 |
Accurate dragon egg trails | Dragon eggs would create a trail of particles leading from its old destination to its new destination upon teleporting. | Not fixed | MC-2157 |
Dimension text | Entering the Nether or the End would display "Entering the Nether" or "Entering the End", and entering the Overworld would display "Leaving the Nether" or "Leaving the End" respectively. However, in Java Edition 1.20.5, dimension backgrounds are added to distinguish the Nether or End dimension teleports. | Not fixed | MC-12789 |
Mob construction particles | Building iron golems and snow golems would result in the production of particles. | Not fixed | MC-217618 MC-217619 MC-217641 |
Sky instantly reflecting desired time after time change | The sky would instantly change its appearance after sleeping or changing time with commands. | Not fixed | MC-233911 |
Progress bars | These would be shown under text when creating, loading or saving worlds or when entering or exiting dimensions. | Not fixed | MC-2681 resolved as "Works As Intended" |
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" |
Still broken features[edit | edit source]
Accurate dragon egg trails[edit | edit source]
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 many other particles, these stopped appearing in 12w18a for presumably similar reasons.
While this functionality was said to have been fixed in 1.4.3,[1] the fix itself is broken - the trail of particles is now completely deceptive, as while they lead away from the egg, the point it leads to is at all but a negligible subset of occasions completely different from the actual place it teleports to.
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b1.9-pre6 - 12w17a: accurate particles
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12w18a - 1.4.2: no particles
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1.4.3 - present: particles point in a completely wrong direction
Dimension text[edit | edit source]
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". This no longer occurs. However, in Java Edition 1.20.5, dimension backgrounds were added to distinguish the Nether or End dimension teleports.
Mob construction particles[edit | edit source]
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. Being introduced after 12w18a, the particles produced by them never ended up able to be seen.[citation needed]
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.[2] The actual particles for these three mobs still remain to be fixed.
Before:
After:
Sky instantly reflecting desired time after time change[edit | edit source]
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.
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Before 1.3.1
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After 1.3.1
Progress bars[edit | edit source]
When generating or loading a world or entering a given dimension, a green progress bar would appear on screen under relevant text. This no longer appears. For world generation and loading this was effectively replaced with a chunk graph, but dimension loading screens still show nothing.
Ghast loading animation[edit | edit source]
When ghasts were first added, they would expand slightly before shooting a fireball, similarly to a creeper about to explode. This created the effect of the ghast "charging" a fireball, rather than just opening its mouth and firing it. 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 expand code was removed entirely in 1.8.
Minecart physics[edit | edit source]
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 very sluggishly.
Fixed features[edit | edit source]
Portal travel sound[edit | edit source]
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. This sound played as expected up until 12w18a, when it stopped playing completely, teleporting the player silently. In 16w02a, this sound would now play again, however after transport to the dimension rather than on the loading screen.[3]
Most server-side particles[edit | edit source]
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:
- Particles from redstone torches burning out
- Bursts of particles from successful breeding
- Active particles from animals in love mode stopped appearing in 1.9, for a likely similar server-related reason.[4]
- Particles from mobs created by monster spawners
- Particles from contact between water and lava
- Particles from placing an eye of ender in an end portal frame
Before:
After:
Ambient darkness effects[edit | edit source]
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:
Thunderstorms darkening the sky[edit | edit source]
Prior to 12w18a, thunderstorms would darken the sky further than rain did. However, clients were not notified if the world was thundering so the sky appears to be like regular rain instead.
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Regular rainy weather, sky light level 12
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Intended appearance of thunderstorm in singleplayer, sky light level 10
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Appearance of thunderstorm in multiplayer with a brighter sky than intended
Saving Level text[edit | edit source]
[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.
Directional damage tilt[edit | edit source]
Originally, taking damage would cause the camera to tilt towards the direction the damage came from. However, the direction value was not properly networked from the server to the client, causing the camera to always tilt left in multiplayer. As a result, when singleplayer was changed to use an internal server, the directional tilt broke there too. The code still existed and was broken until 23w03a, despite being marked as "Won't Fix" on issue tracker before.
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Screen tilt used in versions before 1.3.1
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Screen tilt used in versions after 1.3.1
It is worth noting that damage without an associated direction is still not fully fixed, as it will "remember" the direction of the previously taken directed damage. Prior to 12w18a, directionless damage would tilt the screen either left or right randomly. Refer to MC-259212 for more information.
Nether portal exit animation[edit | edit source]
Exiting a nether portal originally showed a screen effect combination, in which the nausea effect would ramp down and stop and the overlay would disappear. It occurred since 12w18a until it was fixed in 1.20 Pre-release 1.
As of 12w34a, the nether portal screen effects[5] and trigger sound[6] will play even if the player arrives on the other side of a portal, making the brokenness of this exit animation hard to spot. It is still noticeable given that this wrong animation starts weak and gets more intense as if this were a newly entered portal, rather than beginning at full intensity.
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12w17a and prior
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12w18a - 12w32a
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. The behavior types shown in the table are used within the following version ranges:
- Type 1: Alpha v1.2.0 - 12w17a (this behavior is the desirable one)
- Type 2: 12w18a - 12w32a
- Type 3: 12w34a onwards
Behavior type | Before entering a portal | Standing in the entry portal | Loading screen | Standing in the exit portal | Stepping out of the portal | ||||||||
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Type 1 | ![]() |
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Type 2 | ![]() |
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Type 3 | ![]() |
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