These are what we call the 'YMMV items.' Things that some people find in this work. We call them 'your mileage might vary' because not everyone sees these things in the same way. This starts discussions in the trope lists, a thing we don't want. Please use the discussion page if you'd like to discuss any of these items.
Accidental Aesop: Pointed out by one review. You start in a wonderful world. After some time, you look back and realize you have destroyed a large patch of nature and terraformed ground just to make that mega-building of yours. What you once fell in love with is now gone because of your megalomania.
Some private servers have a "minimal interference" policy specifically to avoid this. (Underground caves are usually fair game, though.)
This one can also be interpreted in the exact opposite direction, though, if you start with a patch of empty, barren desert and painstakingly rework it into a lush, fertile farmland.
Also note that you can easily plant new trees, so you can actually act on this aesop. With enough bone meal, you can create a forest overnight.
Many players have found quite a different one through years of play and paranoia: The only safe forest is a razed one.
"Mysterious traveler, why do you ignite when I greet you?"
While mostly thought of as outright Jerkasses who exist only to frustrate the crap out of you, Creepers have sometimes been interpreted as sad, lonely little Woobies who only want a hug and just happen to explode with happiness when they approach you.
Creepers are just spoiled brats who don't want to share their world with Steve? and adopt the "If I can't have it, nobody can" behaviour by blowing up everything around them and trying to kill Steve? in the process.
Justified with Steve since everything he does is based on you, so whether he's a Nice Guy or a bad guy is up to you.
Is the Ender Dragon actually evil, or is it just doing its job by protecting the egg? To the Ender Dragon, Steve? could be a villain, focused on stealing the egg, which rightfully belongs to the Ender Dragon.
Are villagers nice, innocent, people, or are they Jerkass conmen who swindle you out of your emeralds? Some will charge you more for the same stuff, and for no reason.
Anticlimax Boss: The Ender Dragon. By the time you are able to reach The End, you'll likely be more than strong enough to beat it. Diamond armor nullifies almost all the damage the boss can deal, the crystals that heal it are easy enough to destroy (especially if you brought a bow and enough arrows to waste some), and the boss itself isn't terribly difficult to dodge. In fact, the bigger threat is the absolutely massive army of Endermen that wander around the field, which you'll spend half of the fight trying to avoid pissing off accidentally. The biggest annoyance while fighting it is getting it to sit still long enough for a decent hit.
Apparently, the "diamond armor negating Enderdragon damage" is a glitch.
Some players actually consider the armour to be irrelevant- a pumpkin and a bow is all they take to fight the dragon.
Broken Base: Any suggested feature or change will RUIN THE GAME FOREVER. Almost every update breaks the fan base into smaller and smaller pieces.
The biggest one came from the enchantment system that uses experience points to power up tools and armor. This caused the fan base to be split up between people who are for the feature and others that are against it by saying how the game is now too much like an RPG.
The 1.6 beta update pretty much caused players to yell at Notch with all the Game Breaking Bugseven more than before.
The 1.8 beta "Adventure" update was particularly divisive, since it introduced a hunger bar, experience points, potion-making, the Creative mode, a new method of terrain generation, and more pre-existing structures like strongholds, abandoned mineshafts, and NPC villages, believing that the game was turning into a fantasy RPG instead of a survival sandbox. Many older players (i.e. those from beta 1.7 or earlier) either consider this update to be the one that ended Minecraft's "Golden Age" or the one that started it.
The 1.4 "Pretty Scary Update" was met with tons of complaints for introducing the Witch and the Wither, and the tool enchantment repair mechanic, believing that the game was turning into a fantasy RPG instead of a survival sandbox, again.
Some fans believe potions should be made stackable so you could carry around more potions without them taking up too much space in your inventory. Any fans who think otherwise say that this'll make them over-poweredwithout taking into consideration that no one who's asking for stackable potions is asking to be able to carry 64 potions in one slot.
The nerf to bone meal also broke the base into two camps. Some believe having to use bone meal multiple times on a single crop to make it fully grow makes growing crops difficult for no reason, while others say the nerf helps cut back on making farming too easy.
The 1.6 Horse Update has left the fanbase divided, one of the more controversial features being the increase in zombie capabilities. To some, it's a welcome challenge to a game that's gotten too easy. To others, it's either annoying, or an unnecessary change that shouldn't have been applied to Easy and Normal modes. That's not even bringing up the horses themselves; depending on who you ask, they're either a fantastic new mob and a much-needed method of transportation, or a completely unnecessary addition that managed to steal away the last unique trait of the pig.
The 1.8 Bountiful Update, despite all the nice additions like slime blocks, was also criticized due to the changes that, directly or indirectly, made farms less practical. Slime farms were ruined because slimes now float, some types of witch farms were ruined because a creeper could appear and blow up against the golem, the village mechanics behind iron farms suffered a complete overhaul... Although new designs to circumvent these changes appeared, they were still many complaints. Besides that, it saw the reintroduction of village sieges, which lead many to claim that villages were now irrevocably doomed, because the zombies had been boosted since last time sieges were seen, making them much more dangerous, while villagers hadn't been given anything to compensate.
Don't like a feature for a legitimate reason (oceans are ridiculously big, who has time to travel all that?)? Then you're a whiner.
Naturally, the base got even more broken when one of the snapshots showed single player and multiplayer being combined as one. This means that when you play alone, you still connect to a server, namely yours. Fans somehow interpreted the changes as letting anyone, griefers included, getting into your game unannounced and how being on a server will lag the game even more. Others counter that single player and multiplayer coding will be the same so bug fixes can be done faster and how online games will have invites instead of open servers.
The fan base is now divided over who is the better developer of the game. Once Jeb took over as head developer after Notch stepped down and started to push out more features, people either say Jeb is awesome and Notch sucks or how Jeb is changing too many things.
Every update always brings about a flame war over whether or not Minecraft was better off with Notch or Jeb.
The shattered fan base also shattered themselves further when Notch had announced that Minecraft would be coming to the Xbox360. Fans declared that Minecraft was now utterly ruined because they felt Notch either sold out or would make the game appeal more to the frat boy FPS fans.
Minecraft has been purchased by Microsoft. Need we say more?
Catharsis Factor: Play the regular mode and plant a ton of dynamite all over the place and make yourself a safe spot high up in the map, just floating there, with a block of dynamite ready to fall upon hitting it, and save the map. Load it in survival mode and wait for a few mobs to form, then hit the dynamite to turn on the timer and make it fall to the earth. The explosion can be so big that even maximum fog won't save you from the lag, but the resulting aftermath? Worth it.
Colbert Bump: From Valve, Penny Arcade and others. These have caused several server overloads. For some sort of reference, only a few weeks after hitting beta and being in development for about six months or so, the game hit one million in sales. Something which even many big budget retail games are hard pressed to do several weeks after release much less an at-the-time one-man crew with no marketing budget to speak of with a game that isn't even finished.
It is game where you can literally do anything you want in the world and build anything you want. However, most players, when they start to build a home, they tend to make a basic square house with one or two floors since it's simple and suits the basic needs such as having a place to sleep, store items, smelt stuff, and craft new items. Other players will make more elaborate homes with more complex mechanisms, such as using pistons to make hidden doors or using certain blocks and items to make a makeshift chair, though these methods are more for show than for practicality. And others will just hollow out the hill closest to spawn and put in a door. Some people just take wherever the hell they just got the resources to start their house, and make a hole in the ground. For survival mode, many players will make simple, square-shaped homes, which provide for basic needs with a low resource cost. Fancy structures are often reserved for creative mode, where resources aren't an issue.
Many multiplayer servers offer different types of play, but the majority of the servers are usually either clan wars, survival with griefing allowed, or servers in creative mode where players build large structures or pixel art.
The Mindcrack Server guys demonstrate this Trope very clearly with their Ultimate Hardcore PVP series. In the beginning, the competitors ALWAYS went looking for a full set of Iron Armour and a bow and arrows before going hunting for prey; if they could find any diamonds it was a great bonus but too rare to be counted upon. As the series evolved and became more refined, certain (ever more convoluted) tactics became a necessity; for example, prior to Ethos Lab 's pioneering of getting one during a Free-For-All match, an Enchanting Table was an expensive and tricky luxury even in the team games. Nowadays, it's virtually mandatory if you want to make it to the top 5, let alone win the series. In the same vein, virtually no one risks 'hunting' for other Players in the first 3 or 4 episodes despite the advantage of surprise, and going to the Nether is usually seen as far, far too risky despite the rewards it offers.
Similarly, the Player with the biggest pack of friendly Wolves (and isn't accidentally killed by them first) usually wins; players have been known to spend whole episodes and wasting numerous hearts worth of health trying to harvest enough bones to recruit them, sometimes when they'd be better off conserving their limited resources and investing the energy into more practical advantages.
Dancing Bear: Though not developed by one man any more, the game allows each player to become their own "one-man/woman development team" in-game, due to the absolutely huge game world note How huge? How about approximately eight times the total surface area of the planet Earth? Of course, you can go beyond even that, but the game glitches up very badly.and seemingly infinite building possibilities boggles the mind to say the least.
Any enemy apart from the zombies, really. Skeletons have a bow and arrows and can ride spiders, said spiders can crawl through 1-block-high(though not wide) gaps and climb walls, ghasts shoot fireballs at THE CAMERA, and if you attack a zombie pigman, all nearby ones gang up on you!
To clarify, these enemies are programmed to be frustrating. The creeper approaches without a whisper and need only get close to destroy everything, the skeleton zig-zags away from you while firing, and the spider tries to jump on your head (often camping out right atop your roof or wall). The worst place you could possibly face them? A dark, mostly-flat plane that extends infinitely outward in all directions.
There are a few counter-strategies for most enemies (circle-strafing for skeletons, spamming melee attacks for zombie pigmen, zombies and spiders, and dancing at the edge of the creeper's range), but more than one enemy and all bets are off. It doesn't help that they usually spawn around 5 at a time.
Running isn't an option, either, at least against spiders and Endermen. Spiders are faster than you, and can jump farther than you and climb walls, and the Endermen can teleport.
The Creeper, a altogether too clever exploding phallic bush monster that can demolish all but the strongest structures with ease. They're walking plants that are completely silent until they get close enough to you to start making fuse-burning noises and then explode, dealing massive damage and destroying anything nearby. They can outright kill an unarmored player at close range even on Easy, wreck any structures you built, and destroy items. Creepers are also the only overworld hostile mob that is neither burnt nor weakened by sunlight (regular spiders, too, but they cease hostilities after a while in bright light); they're just as deadly in the daytime as they are at night — possibly moreso because they blend in with the vegetation and you're more complacent. They don't burn to death or turn passive when the sun comes up. And they have a nasty habit of appearing out of nowhere right behind you. They're famous for hiSSSSSSSSSSSSing loudly, but that weakness has been removed; they are now utterly silent until the fuse. Not to mention that their face consists of a gaping, empty mouth and two hollow eye sockets, and is frozen in an expression ofpure horrorSSSSSSSSsweet dreams. Creepers are also the only way you can obtain the rest of the music discs by having a Skeleton kill one. Despite (or perhaps because of) all of this, they are the most iconic enemy in the game.
And now they have been nerfed by the terrible Demonic Housecats. Creepers refuse to get near them except to get away from large groups of them, making cats this trope for Creepers. Creepers will stay away if you have a cat nearby, but ocelots are incredibly rare in the first place and their shyness makes taming them a challenge.
Creepers and Nether Portals are the worst kind of mix. Enemies can send themselves through your Nether Portal, and the game won't forget that they've done so. The next time you use that portal, enjoy the second of realization that follows when you find yourself face to face with a Creeper that will explode, not only hurting you but damaging your platform for the Nether Portal on the Nether side and snuffing out the portal in the blast. Better hope you have some flint or can trick a Ghast into relighting it, or you're going home by the suicide express.
In a game where most mobs use melee attacks, the skeletons break that mold and become the most evil mob in the Overworld. They use bows, which they can not only use at decent distances but will charge up if you're far enough away. They also have very good aim. Skeletons are fairly weak, but they do a fair bit of damage and they do not suffer from Hero Tracking Failure. Even so they wouldn't enter this category weren't it for one bit of annoying gameplay mechanics: when one of their arrows hits you, you're thrown slightly backwards and your forward momentum is stopped completely. Together with the aforementioned good aim and fair damage, by the time you get close enough to them to do melee damage most of your health evaporates; even if you do manage to kill them before they strike the finishing blow, you're now easy prey for pretty much anyone else at all.
If that weren't bad enough, as of 1.5 they actually increase their fire rate in close quarters, losing overall damage but adding more knockback, which allows them to totally lock down any melee attempt in water or uphill terrain. In 1.5, they shoot faster as you get closer. This makes blocking with your sword counter-intuitive as blocking slows your advance while you're constantly knocked back with ever-faster-firing arrows. While armor does negate a lot of their damage, unarmored players will be slaughtered by more than two of them. Even with iron armor to stop you from getting to low health and sprinting to reduce the effects of the knockback, you can't get to them without a bow or using the environment (such as luring them into a corner for a surprise sword attack) to your advantage. And God help you if you're near lava...
Baby Zombies. They're faster than anything else, have as much health as a regular zombie, they're hard to hit because they're so tiny, they can climb ladders, they don't burn in sunlight, and they come in packs. To infuriate even more, before the 1.7 update, they didn't even drop items or give experience (thankfully this was fixed).
Cave Spiders, being a literal form of this trope. They have every ability regular spiders do but are five times worse. The rare and fairly localized Cave Spider lacks the biggest weakness of normal spiders, their large size, and are poisonous. They are exclusively spawned from monsters spawners, which means they will always appear in packs. They only appear in abandoned mineshafts and attack like a regular spider, but if you are playing on Normal or higher, their attacks will poison you, causing your health to drop at a constant rate, which isn't fatal but will reduce you to a half-heart until you heal, making you far more vulnerable. They are very similar to the Poison Headcrabs where the poison and the Cave Spider cannot kill you directly, but the poison itself can leave your health at just half a heart, making you a One-Hit-Point Wonder to other enemies or pitfalls. A bucket of Milk can cure the poison, but you have to hope there aren't more Cave Spiders nearby to poison you again. Furthermore, their turf is filled with webbing that will slow you down. To make matters worse, the spiders are not slowed down by cobwebs. Plus, unlike regular spiders, they can fit through a 1x1 gap. They are smaller, allowing them to fit through one-block holes. Fortunately, they're only found in Abandoned Mineshafts.
Silverfish. They only appear in strongholds (and occasionally in Extreme Hills) and are very weak, but are powerful in numbers. Because of their Wall Master status for hiding in blocks, mining blocks in the stronghold is a risk because you could wind up freeing a silverfish and if you hurt it, its pain cry will alert other silverfish that are in hiding and they will all Zerg Rush you. Since silverfish are extremely tiny, they are also damn hard to strike with a sword. Worst of all, silverfish drop no loot at all, making them a waste of time to fight.
The Nether has Blazes, the Nether's answer to skeletons (though it has those, too). Blazes are tough and shoot fireballs which can light you on fire... in an environment in which it is absolutely impossible to have water. On the plus side, a potion of fire resistance renders them harmless, but if you didn't plan ahead for that, run. Fortunately, they are easily harmed and killed by, of all things, snowballs.
Ghasts. They only appear in the Nether but they will make your time there constantly dangerous. They can fly and will usually float out of range of your swords, making them only vulnerable to arrows. They also constantly shoot fireballs at extremely long range that explode on contact, causing major damage unless you are wearing armor. There's also an achievement for sending a Ghast's fireball attack back at it, but good luck trying to get the Ghast to sit still for it to be hit.
Also, they don't follow you, so you can't lure them into traps, and will just keep shooting at you.
And if that weren't bad enough, Ghast cries carry for an absurd distance, so you never know if one is hanging around until you hear the distinct thump of incoming death.
Wither Skeletons are practically an uber-zombie. They come with swords and can keep pace with the player at walking speed, in addition to having high health and attack. But their real danger comes from their special "Wither" effect, which is like poison but can actually kill you, though it mercifully wears off faster. And you have to make a living hunting these things to obtain Wither Skeleton Heads, the only way to summon the Wither... but those items drop at an incredibly low rate even with maximum Looting enchantments. Which means you'll have to deal with a lot of them.
The Endermen used to be pushovers. Now, they're an absolute nightmare. Zombies, skeletons and spiders become easy to take care of once you have some decent iron armor, a sword and a bow, and even creepers can be sniped with impunity if you catch them at a distance. But you're not going to dispatch an Enderman with anything other than grit and determination. They will only attack you if you so much as look at them, and once they start they won't ever stop. They have the ability to teleport so you can never outrun them, and they will use this ability to dodge arrows perfectly. They can even teleport to avoid sword blows if you try to run up to them. As if that weren't bad enough, they have the highest health of any common mob and hit extremely hard. Not only that, but they are the only mob that can get inside your dwelling through walls and doors. Normal mobs can't get inside a closed room and won't spawn if the light levels inside are sufficiently high. Endermen have no such problem, being able to teleport right into your home. Oh, and you have to kill enough of them to activate an End Portal so you can reach the End.
Most of their danger can be nullified by ordinary water, though. They are damaged by water and instantly teleport away to avoid it, even forgetting that they were attacking you.
Accidentally hit a Villager? RUN. For you have just angered an Iron Golem. Iron Golems have the highest non-boss HP in the game, being literally more than double that of the Enderman, and it hits even harder than one, which knocks you 3 blocks away and 3 blocks up on hit. Your only weakness to exploit? It's slow. Unfortunately, its aforementioned high HP means it can soak up a large amount of arrows. The only way to really stop an Iron Golem attack is to run from it until it lets up. Did we mention it's immune to being drowned and being poisoned?
Disappointing Last Level: The game's ending has earned some criticism. Minecraft is a brilliant sandbox of a game until the very last bit in The End realm. After spending ages exploring, digging, building, crafting, and generally soaking up a colossal and oddly beautiful world, you drop through a portal and find yourself in a small, ugly, simplistic world where your only goal is to kill an ultra-tough boss. And then you read a confusing, scrolling-text prose poem. At this point, you've already explored the overworld (plains, mountains, oceans, caves, etc) and the Nether (lots of fire and lava in a hellish world), but The End is just very plain looking; you're on a big floating landmass of what looks like the moon, towers made out of obsidian with a crystal on top of them are dotted across the island, a huge dragon is trying to kill you by flying into you so you go flying off the island and into the void, and the realm is filled with Endermen. To make matters worse, the dragon heals itself by flying near one of the crystals, which you will usually need to build a makeshift tower just to reach it within range of your bow or sword and it explodes when destroyed. At the same time, you might fall off your tower if the dragon pushes you off. Beating the dragon nets you 20,000 EXP and a very slow scrolling ending message that is a total Mind Screw. This might be the first game to deliberately invoke Disappointing Last Level.
Discredited Meme: The infamous CreepypastaHerobrine has been deemed not-scary and way overused by many creepypasta community members, and, in spite of Notch's recurring mentions of the ghostly NPC (including an explicit statement that it's fake, which may have also contributed to the popularity downfall), Notch's ex-wife ezchili made this tweet regarding the character's overbearing prominence, a statement with which a good amount of members of both communities seem to agree.
The Enderman, a mob that became popular straight from its reveal thanks to its cool, intriguing powers in a game with enemies that are otherwise fairly basic (save for the aforementioned Creeper and maybe the Ghast), and for being possibly based upon the Herobrine myth. In fact, the Enderman potentially has the most mods based around it out of any single thing in the vanilla game.
Everyone Is Jesus in Purgatory: Notch has clearly stated before that the only reason zombies used to drop feathers is that they only dropped feathers before chickens were implemented, and there had to be a source of feathers, and he didn't know what zombies should drop, so he just rolled with the idea of them dropping feathers. This hasn't stopped fans, however, from coming up with random theories on why they dropped feathers, like chickens being a common sacrifice in voodoo rituals.
Minecraft and Terraria fans shifts between this and Vitriolic Best Buds. Minecraft fans have accused Terraria of being a ripoff of Minecraft, but in 2D, while Terraria fans have accused Minecraft of copying from Terraria after its release with Minecraft's subsequent addition of bosses and character development. Luckily, this war between MC and TA ended long ago with the mojang crew recommending people to also play Terraria, allowing the fandom to shift its rage towards Fortresscraft and similar games instead. It also didn't help the rivalry that, aside from a block based world, the two didn't really have anything that wasn't inherent in the blocks system in common, with Minecraft being a 3D building sim, but Terraria being a callback to old platformers and metroidvanias.
Roblox. People on Roblox forums get banned easily when they say that MC is better, or sometimes even when they just say the word Minecraft. They briefly teamed up to take down SOPA, however.
Game Breaker: Flying is so useful that it makes nearly every aspect of the game infinitely easier: building, avoiding/fighting monsters, covering large amounts of land, you name it. While in the vanilla game it is deservedly restricted to creative mode, a handful of mods include a method of flight in the form of some kind of item/ability, ignorant of just how powerful it is.
Gameplay Derailment: The game had people come up with creative ways to farm for drops by mobs, but once skeletons and zombies were able to spawn in with their equipment being a rare drop, players focused more on mob traps to score the rare items without having to bother to hunt for the materials to create the same items. A few patches adjusted the rare drop mechanic where now all dropped equipment by mobs will be heavily worn down.
The zombie pigmen in the Nether are pretty passive and actually sort of cute, until you inadvertently harm one of them (for instance, with a stray arrow from your projectile spam at a ghast). Then they begin to swarm you and attempt to beat you to death with swords from all directions. Oh, and if they kill you? Good luck getting your stuff back from the damn army of pigs camping around it.
Giant spiders pounce, crawl through 1-block-high passages, and typically spawn in groups. Now with glowing red eyes! Mercifully, they mellow out and become passive in the sunlight, unless they're already after your blood. They can also climb walls.
The Horse Update (1.6.1) gives spiders a random chance to spawn with a status buff like boosted speed or health regeneration, making them more annoying.
Ghasts. They aren't a huge threat, but the fact that they fly out of range of your conventional weapons means they take a long time to kill, and they blow huge holes in the environment and set it on fire, making the Nether even more of a pain to navigate. You know it's bad when there's a song about how they ruin trips to the nether.
When you have armor, skeleton archers. They're not tough or very damaging, but they have a ranged attack with decent knockback and fairly good aim. This can be a real problem underground, especially near lava. When you don't have armor, they're straight-up demonic, as noted above.
With the 1.6 update, zombies have a chance to spawn more zombies if attacked, and get stronger when attacked.
Ironically averted with the game's actual bats, which are non-hostile and will generally try to avoid you. Though they will make annoying squeaking sounds and get in the way of your pickaxe...
Good Bad Bugs: Like Dwarf Fortress, the strange interactions of Minecraft 's world create a lot these: Swimming up waterfalls? Teleportation via minecarts? Sand-on-torch floodgates? Glitch after glitch has been discovered, explored, and developed by the massive Minecraftian community, before being turned into yet another incredible, important and intriguing tool for future players. They've started fixing them now, much to the dismay of players who can now drown in a small waterfall.
No mob in the game can see you through glass, they all treat glass as a solid object - until they can 'see' you at least once, following which they will be able to detect you through any block.
A (now patched) glitch let you duplicate items by storing an item inside a chest, then closing the chest while still dragging the item, causing a dupe item to drop in front of you. Although the duped item would disappear if the player attempted to use or stack it, it could still be used to craft, making mass production of iron or diamonds a reality.
Another glitch allowed players to speed up minecarts by placing another on a separate track and running past each other. The booster cart glitch, which allowed minecarts to speed up considerably, had an entire subway system founded on it. Again, the creators recognized that this bug was much more popular than the legitimate Powered Minecarts, which led to the official introduction of Powered Rails before the glitch was removed. Notch, one of the game developers, didn't get rid of them in a timely fashion, but added in a replacement feature (powered rails) that works without any glitches, albeit differently. He then proceeded to remove the glitch boosters in the next patch, along with boat elevators and rapid-ascent water ladders, to the dismay of the community.
In an attempt to make powered minecarts work again, the glitch (albeit weaker, but still useful) was reintroduced. Notch and Jeb just can't win.
If a multiplayer server is experiencing significant lag, you can see flying squids.
Normally sand and gravel blocks will be subject to gravity (the only two blocks in the game that are) and fall down if you remove the block supporting them. However, due to the way the game world is generated, you can end up with floating sand/gravel blocks. If you place a block next to one of these, the physics engine will recalculate the floating blocks which can result in large areas of apparently solid land suddenly caving in and collapsing. If done right, you can use this to make pitfall traps, or just make cool floating structures that shouldn't be possible.
In some of the older versions of the beta (prior to 0.8), using "404" as a world generation seed would create a gravel patch in this manner; upon destroying one of the gravel blocks, the sand and gravel in a rather large area would spontaneously collapse and reveal a giant sinkhole from sea level to near-bedrock. Various players had thus participated in the "404 Challenge", which involved surviving in the sinkhole with (among other limitations) no torches.
While not strictly a glitch, the water physics in Minecraft are very peculiar and players have found all sorts of inventive ways to exploit this to their advantage. People frequently abuse the game's bizarre water mechanics for the sake of comedy. They just got more bizarre and water now resembles a gel-like substance in consistency. Place a good heap of TNT on an island and you can blow a hole in the ocean.
As of 1.7 there's a glitch that allows the player to duplicate any object they can place in a flowerpot, by destroying or moving the block bellow the flower pot. The use of redstone can turn this into dye factories or semi-automatic tree farms.
The now defunct "bury yourself in sand and see all the caves" bug.
You can still bury yourself in TNT, as well as a few other blocks.
In the alpha version of multiplayer, you could toss away your about-to-break tool and pick it back up to fully mend it (fixed in beta).
Burnable blocks set on fire sometimes never burn down, especially if boxed in when lit, allowing for eternal flames and always-lit fireplaces. This was fixed in Beta 1.3.
Sometimes after crashes, parts of old saves are left around, and you can come across parts of your old builds in a supposedly fresh world.
Fishing poles could be stacked, unlike any other item limited by durability. If you equipped and used a stack of fishing poles, they'd all lose durability at the same time. If you dropped one fishing pole on another, the resulting stack retained the latter's durability. This could be exploited for infinite fishing. The ability to stack them was removed in 1.6, effectively removing the exploit.
The real King of good bugs was the Duplication Glitch in 1.2.5. You could easily double the amount of resources on hand by this trick. Of course, it was patched soon after.
The Far Lands, caused by travelling too far into the distance of an infinite map, in which you'll end up in strange geometric landscapes. Notch has stated that this is one he won't fix because he thinks it'd be cool to have a strange faraway land.
Sadly, though, they didn't survive the 1.8 update (or at least the prerelease.)
There was one exploitable glitch that allowed players to climb ladders normally even if they were spaced every other block, thus allowing people to conserve building materials. The game's creators recognized how popular this practice was, so at the same time that the bug was fixed in 1.5, the ladder resource cost was cut in half.
A bug involving pistons and redstone repeaters has the capability to produce infinite amounts of blocks. Including diamond blocks. See in action here. Fixed in the 1.7.3 patch.
Sometimes, when the game crashes, some blocks will be glitched in or out of existence.
There is a bug that causes water and lava flow to transform redstone wire into obsidian blocks. The practical upshot is that you only need one lava source block (which cannot be replenished like water can) to create as much obsidian as you need, versus the traditional method of permanently turning the few lava source blocks you'll find into obsidian. There is still a resource cost in the form of redstone dust which is semi-finite, but is far more abundant than lava (a single block of redstone ore yields 4-5 redstone dust, each of which can be converted into obsidian, and it's easy to find enough redstone ore to make hundreds of blocks of obsidian rather than a few dozen which you would get from converting the few lava source blocks that you'd find.).
Harsher in Hindsight: One of the splashes added was "Notch <3 ez!". note Ez was his wife. In 2012, they divorced.
While you often can't see your enemies due to the darkness, you can hear them coming. Players eventually tend to tense up if they even think they hear something. Some of the monster/ambient sounds are really disturbing, especially if you've been surrounded by silence for a while.
More than anything else, the Nether is a constant aural assault, not helped in the least by the fact that the realm's chief antagonists' vocalizations always sound like they're right next to you.
And that vocalization sounds like screaming demon babies. Of course, there's also always the dreaded "ssssssssss..."
The Nether Portal ambient sounds, especially considering that they can be heard through several blocks, constantly reminding the player that they have a gateway to hell in their basement.
A sound of an arrow being shot by a non-player is often dreaded when exploring the caves.
Zombies banging on doors. Even if you're not playing on Hard, it's still enough to freak a player out.
Pretty much every sound that the Endermen make. Even the noise they make when they die is unnerving — you'd think that the sound of a scary monster dying would be a relief, but nope, it's just creepy.
The cave noises. They're all absolutely terrifying. Now that resource packs can add new sounds, Ozo Craft gives even more ambient cave noises to shit your pants to.
Hilarious in Hindsight: One of the random splash messages in the main menu could display "Absolutely dragon free!" Around the pre-release 6 of Minecraft 1.9, the Enderdragon was introduced.
This has since been changed to read "Mostly dragon free!"
Hype Backlash: Notch was very excited to have Minecraft ported to the Oculus Rift, a virtual reality headset that allows the player to play the game with their eyes and body movement. The Oculus Rift project gained $2 million in funding via Kickstarter, but when Facebook bought the project for $2 billion, Notch immediately canceled his project, stating that Facebook "creeps him out."
Mention Runescape and Minecraft on the forums in the same sentence. Chances are the next post will be a string of capitalized obscenities.
Ask this question: What constitutes as cheating? Wait, who got out the flint & steel?
Apparently, cheating at Minecraft is a much more serious crime than adultery.
The internet did not take the announcement that Microsoft was buying Mojang well, particularly after what happened with Rare.
It's Popular, Now It Sucks: Now that Notch has received an interview in a popular PC magazine and been plugged on the Team Fortress 2 blog, some people are calling the demise of the game. The cries of "Notch is a sellout!" became even more common among fans once he announced Minecraft would come to the Xbox 360, which happened because of the game's huge success.
Wake up on an island. Punch trees. Get wood. Explanation One of the first things the player must do when starting up a new game is finding wood. The character in the game is capable of punching a tree until it separates into wood blocks. Don't ask how it's possible.
Don't want to kill you, they just want to be held.
Creepers also happen to go oink. Explanation Creepers were originally a pig model that failed.
Everything related to Rana. Explanation Rana is a removed female character who wears a frog hat.
Thomas the Sheep. Explanation Someone wrote a story about them building a machine designed to suck mobs into an underwater basin and drown them. He caught a Sheep, and it looked at him as if he was saying "How could you?" right before being sucked in. He made a memorial and named it Thomas; he quickly became a prophet to the community. Shortly after, Notch added Cows which are both annoying and had a case of pushing someone into a lava pit. Someone called their god "Mooch", and it quickly became a religious war with Sheep vs. Cows.
From the game over screen: Game Over! Score: &e0 Explanation The &e0 part was a botched coding in displaying your score upon death where the &e is supposed to be the code to make the text yellow. This was remedied by the full release of the game, which now has an actual score system.
HerobrineExplanation A popular creepypasta claiming that Notch's dead little brother haunts the game as a blank-eyed Steve? clone named Herobrine.
Misblamed: Minecraft is widely known as Notch's creation. He did a lot of things to the game, but hasn't gotten involved with the game at all after the game went gold in 2011. Despite Jeb taking charge of the game in late 2011 and Notch stepping down, many people still think Notch runs the game and still praise or hate Notch for everything that has been changed in the game that Notch had no part of, blaming him if there's a change they don't like.
Make sure you put a nether portal in a place where you don't spend a lot of time.
So you decide to build your house or fort out of cobblestone (or just plain stone). Enjoy your unneeded cave noises.
Rain. It's so loud that it can make hearing anything else difficult, even in other applications.
1.6 gave the NPC villagers sounds, now every time you visit a village you are greeted with a never ending chorus of hums and grunts.
The Ghasts make some very strange noises, and considering they can be heard from SIX TIMES AS FAR AWAY as any other mob, it gets annoying VERY fast. Good thing they spawn 5% as often as Zombie Pigmen.
Slimes give you the "luxury" of being a more common overworld creature and a very constant, very loud sandpaper-on-rubber-esque movement sound that will make your ears pray for a mercy killing. Even worse is the fact that they take much, much longer to kill than any other Overworld mob, as they split into several smaller versions of themselvestwice when you first "kill" them, which takes at least three hits with an Iron Sword. And since they universally reside in water, you can't set them on fire and run to catch a break from the brain-scraping auditory torment.
The pickup sound, especially hearing it in rapid succession. You've just mined out all that clay and step into the pit to pick it up — pop pop poppoppoppoppoppopopopopop!
If you're hunting for food, the sound of a nearby duck, or especially a cow or a pig, becomes this.
The sound of wolves barking, if you have bones to tame them with or they're tamed wolves that are yours. So you're minding you own business and somewhere you hear a loud "Bark!" from afar. Much squee ensues.
The comforting meow of the cats, especially if it's nighttime and there are Creepers in the vicinity.
If Shhh is not created by creeper, but instead is created when the water meets still lava and obsidian starts forming.
You're just mining away when you suddenly hear multiple cries of one kind of mob. There must be a dungeon nearby! Time to find ya some mossy cobblestone, saddles, cocoa beans, and music discs!
Narm: The high-pitched noises that the baby zombies make.
Narm Charm: The chicken jockeys look like they're supposed to be childish, but they work well- they don't take fall damage, because the chickens just float down, and the baby zombies can attack surprisingly well.
Nightmare Retardant: Spider jockeys can climb walls and shoot you, and seem terrifying at first. Then the skeleton shoots its spidery steed by accident and you get to see a mob fight bitterly with itself, its common enemy (you) all but forgotten.
One of the best antidotes to all the (copious) Nightmare Fuel in Minecraft is Creative Mode. Not only are you indestructible and capable of flight, but all the normally hostile mobs become neutral. You can use special eggs to spawn a bunch of Creepers all around you, and they'll just wander peacefully around and occasionally stop to look at you quizzically. Also you can look directly at Endermen and they won't be fazed at all.
Older Than They Think: The concept of building something using the tools that a game give you, especially in a Wide Open Sandbox setting. Many people love to tout Minecraft as inventing this, rather than the Gmod, Second Life, or Furcadia, all three of which were old news before Minecraft was even in alpha.
Imagine digging underground when you suddenly hear the sounds of an unseen enemy waiting for you to dig towards them. Or perhaps the silent Creeper is waiting somewhere by your house for you to step outside.
When underground deep enough you have no idea whether the monster sounds you hear are actually nearby creatures or just the creepy ambient background music.
Not to mention that you always hear monsters before you see them. You know there's something waiting to kill you, but WHERE IS IT? And if you built you house right over a cave, you'll have to listen to the monsters as you go about your daily activities.
The one exception to this rule is, of course, the Creeper. By the time you hear the hissing noise signalling that it's about to blow, it's already too late to run.
And then sometimes you do see one coming. Standing on a high ledge. Watching you. Somewhere in the world, a Creeper is plotting your death.
There's no way to tell the footsteps of harmless pigs and your own character from Skeletons. Until you hear the "oink" or "burrr" outside, and laugh because it's another creature you spend your day slaughtering. But then again, Creepers oink.
An update included a glitch, the current cause for which is unknown, that causes random pain noises within tunnels for no apparent reason. Even on peaceful. Very creepy.
CRAP IS THAT A CREEPER!? Wait, no, it's just a cactus. HOLY SHIT A SKELETON! Never mind, just a sheep...
Even if it's a hoax, the idea of Herobrine is pretty unsettling. Basically, he's a silent human entity with completely white eyes who randomly walks around the world. It would make you pretty paranoid about going exploring, especially at night. Especially if he's watching you.
Worse, the offical changelog says "removed Herobrine"... several times.
The Endermen. They're pitch black, so you'll have a hard time spotting them at night but the worst part is that if you look directly at them, they'll attack you the moment you're looking away. One of them could be hiding behind the next corner. You won't know until you look...but if you look at it, it will attack you. And they can teleport, so the moment you try to kill one it will be somewhere else, and you don't know where. You could step outside, look around for a moment, then walk back inside, and have no idea you triggered an attack by one until it teleports beside you inside your own home and starts tearing you to ribbons.
Made even worse for Doctor Who fans because of their similarities to the Weeping Angels in how they act...
Worst as of the 1.9 Pre-release, Endermen don't burn in sunlight anymore, however they make an effort to avoid it by teleporting randomly. With that, there's the paranoia that they can teleport right into your reticule.
Ghasts, whose cries are always heard at the same volume no matter how far away they are. Ghast noises carry an extremely long distance, leading to situations where you can clearly hear a Ghast nearby, but you can't see it and have no idea which direction it's in. The player has no idea upon hearing the sound whether the Ghast is in another cavern or right behind them. Pair that with the fact that they can detect and shoot at you from outside your render distance if you're playing with the Short or Tiny render distance and they certainly qualify as this.
The Wither is MADE of this. The idea of an unescapeable, highly murderous flying monster that may as well be the Grim Reaper is terrifying. Thank God it's still a WIP...
Fortunately, at this point it appears the only way it will spawn is if the player makes a conscious effort to make it spawn. Still, suppose you're playing on a server and a griefer gets their hands on the materials needed to spawn it...
Simple. They'd have to spawn it above ground to do any damage, so it would wreck them utterly, and an admin could just kill the Wither and make an educated guess as to who spawned it by checking the chat for the first guy to die.
Periphery Demographic: Although official forum traffic tends to strongly imply that Minecraft's primary demographic is male and probably 13-17 years old, there is visible evidence on YouTube and other places, of the game having both a female and adult playerbase as well.
Player Punch: The game has Hardcore Mode, which is Survival except that upon dying, your entire world is deleted. How is this implemented? The game doesn't delete the world for you—instead, you have to press the "Delete World" button yourself.
Rule 34: Due to a somewhat famous mod, this can be said for any mob now.
Scapegoat Creator: Notch, creator of Minecraft, gets blamed for nearly any change that fandom hates. Notch had stepped down from the game back in November 2011 and had let Jeb take over, yet people will still praise or hate Notch for anything that changes in the game.
The hunger system when it was introduced in beta 1.8. Before this, food instantly restored your health. Once hunger was introduced, food no longer were instant heals (Potions of Healing covered that), but instead, food takes about 1.6 seconds to fully consume and they restore hunger points instead. Keeping your hunger full gives slow health regeneration but letting the meter fall too low prevents you from sprinting and letting it go fully empty will damage you and even outright kill you if playing on Hard difficulty. What makes it worse is doing too much physical stuff (running, mining, etc) will make you hungry more quickly and every piece of food has different amount of saturation, which determines how full you stay until the hunger meter starts to drop again. Naturally, you aren't told of this.
On Xbox 360, those tutorial captions that always seem to show up when you're underwater, being shot at by a skeleton, or having a Creeper run at you. Did I mention you can't do anything until you respond?
Sequel Displacement: The old Minecraft Classic — the one where there's an unlimited number of blocks, simple shading, no monsters or items, and no day/night cycle — seems to suffer from it when compared to the regular Minecraft. The comments on this video show that some people aren't even aware of Classic:
Why do the blocks destroy so easily???
how do you break the blocks so fast and how do you do the unlimited block thing
The "unlimited blocks" (and easy block destruction) function in Minecraft Classic now appears in a mode of regular Minecraft called Creative Mode, which may further push Minecraft Classic into obscurity.
It doesn't help that Mojang's been deliberately doing everything, short of deleting the game, to dissuade people from playing Classic (removing links to the game, removing sound and music, removing the ability for premium users to save levels online).
Squick: Milking a mooshroom to get a bowl of mushroom stew: you're drinking milk from a cow with a mammary gland fungal infection.
“Stop Having Fun” Guys: Some forum-ites will look down on you for playing on Peaceful difficulty, and that's nothing on what they'll say about using inventory editors to get free building supplies.
On the opposite end of the spectrum, there are those who will flame you half to death if you prefer spending time building instead of cave-diving and hunting mobs.
There are also people who simply hate newcomers, accusing them of being late adopters and blaming them for Minecraft changing too much.
Tastes Like Diabetes: The Friendly Wither in the (removed) April Fool's Minecraft 2.0 invokes this deliberately and ironically, considering the horrifying qualities of the normal Wither. It is pink, has a ridiculous smiling expression, and grows the heads on the left and right when fed with sugar. As it passes over grass, it has the effects of Bone Meal, growing grass and flowers everywhere. Its building recipe? A flower pot on a pink wool block, and a (now-removed) Rose in the flower pot.
Hearing an injured wolf whimper can bring any player to shed a tear. It's especially saddening when the owner of said wolf doesn't seem to know or care that you can feed a wolf to replenish its lost health. Fortunately, players can feed wolves tamed by players other than themselves. If you and your wolf fall into a 1x1 hole, "you have to kill your wolf" to place blocks and escape, unless you have ender eyes on hand.
Dying in hardcore mode after spending so much time your hardcore mode world. Made worse by the game, rather than deleting your world for you, forcing you to hit the "delete world" button.
"On a Rail." The goal: "travel 1,000 meters by minecart from your starting point". It requires obscene amounts of materials, and it has to be 1000 blocks away on a straight line. It's not that hard, but the engineering and resources required are insane. One minecart costs 5 Iron Ingots. 16 meters worth of minecart tracks is 6 Iron Ingots. That's 378 Iron Ingots, right there. If you find abandoned mine shafts, however, the abandoned tracks can be collected for no cost. Of course, the carts won't travel forever, so you'll need boosters. That's 6 Gold Ingots and one Redstone for 6 rails. Then there's the items needed to activate the rails, which is more resources. And after all of that, you have to build the whole track, which involves lots of excavation, clearing, placing, and testing the whole thing to make sure it actually works. But on the bright side, as long as the track is still active, it'll work if the achievement happens to be cleared. Thankfully, in the Xbox 360 version, the distance requirement is halved. PC players can build in Creative mode.
What really hurts, though, is that every minor game update tends to wipe your achievements. Hope you saved that world with the 1000 meter track.
"Sniper Duel" is tough since it requires you to kill a skeleton with an arrow from a 50 meter distance. Unlike arrows in other games, Minecraft's arrows follow the laws of gravity where the arrow is pulled down by gravity as it travels. Arrows lose altitude as they travel and it's tricky to aim accordingly due to the skeleton never staying still. You'll have to snipe from a ledge or mountain to compensate for the gravity, but it's still tough to do since skeletons don't stand still and you can burn through all of your arrows trying to hit a far target.
The Ender Dragon falls into this category, especially notable in that it was the only boss before version 1.4 was released. It flies out of sword range, likes to knock the player off of things, usually off of the of TheEnd and into the void, and regenerates health whenever it goes near an undestroyed Ender Crystal, located on the tops of very tall obsidian pillars.
The Wither is an even worse offender. It is capable of killing you and all your friends and allies before the fight even begins by releasing a massive explosion from its body. The actual fight is no better, it flies around and spits exploding skulls that also gives any target it hits a 'Wither' debuff, with said debuff draining their health bars, but unlike normal poison, this debuff will kill the target instead of leaving them with 1 HP, and thanks to the Wither being a three-headed monster, it can spam the skulls as well as attacking multiple targets simultaneously. You can snip it with arrows in the first part of the fight, but after half of its health is gone, it gains a shield that makes it immune to said arrows, leaving you with Splash Potions of Health/Healing and your swords. And if you try to hide? The Wither will eat through blocks you're hiding behind. Did we mention it has a Healing Factor?
That One Cave: When you light up a new cave, only to discover a fall into water, or worse: Lava yawning below a series of unlit caves that suddenly begin to rain hordes of nasty beasties down onto your head, then you'll understand.
A less random case would be The Nether, a molten wasteland that's difficult to navigate due to containing a literal sea of lava, a handful of powerful mobs, and titanic clusters of Netherrack that make it difficult to find Nether Fortresses, which are the only reason a player comes here in the first place.
The bone meal item, which makes plants instantly grow, was nerfed so that you had to use several bone meal to get the plant to fully grow. People complained it was too much work and made farming tedious.
Mobs were also reprogrammed to (mostly) stay off mine cart tracks so that players that are riding in a mine cart would not suddenly stop because of a sheep blocking the way. People then complained about how the rails were now overpowered because it acted as monster repellent while ignoring the fact that crafting rails is more expensive than just using blocks of dirt for barricades.
The fan base also complained loudly when the sun and the moon were changed from squares to circles. Mojang switched them back to squares shortly after.
The additions of potions and enchantments caused complaints from people who felt Minecraft was becoming too much like an RPG.
For some players, creepers. Deformed pig model that's green and aptly-named, but is absolutely adorable. Y'know, when it's not trying to kill your or destroy the creations you've invested hours on.
The Iron Golem mainly due to how it offers kid villagers a red rose.
Almost any mob is bound to be this, due to the simplistic style of the game. Made even more so in Creative Mode, where Hostile Mobs aren't likely to attack you, meaning you can look at Endermen, who are probably getting a block, with impunity and bask in how surprisingly cute they look.
It's possible to find a 2-blocks deep hole in the (indestructible) Bedrock, and jump in with nothing in your inventory. Be sure that the area around you is also lit up and sealed off so that it will be impossible for any mobs to enter into the hole and kill you/aid in your escape. Rage Quit. After Beta 1.8 added a hunger meter, it became possible to starve to deathnote though the mechanics of hunger make this tedious, because you can't simply walk away from your computer for an hour and come back to the death screen, taking this out of Unwinnable territory... but 1.0 added Hardcore mode, which puts it right back in.
You can also make a pool of lava in your respawn point. Or build a hollow cube of Obsidian around it, then turn "Keep Inventory" off and/or throw away your diamond pick.
Subverted: The graphics may be lo-res, but you'll understand once you look down on the land during the orange sunset.
What Do You Mean, It Wasn't Made on Drugs?: The mushroom island biome. It features giant mushroom trees and mooshrooms, which are red cows covered in mushrooms. When sheared, they give up to five red mushrooms, covert to a normal cow, and, if milked with a wooden bowl, give mushroom soup. (If milked with an iron bucket, they give... milk.)
The Woobie: The player character. He was thrown into the world with little to no understanding of where he is and has to build a shelter by night time. He can't even go outside his house at night without being ruthlessly assaulted by monsters.
Ever wonder why Creepers have those sad little faces? Some people have interpreted them as lonely creatures who only want to be your friend, but explode with happiness once they get close enough to you.
The passive mobs. Exist only to be shot down by the player character for freebie resources (Cows=leather, Sheep=Wool, Chickens= Feathers and Pigs=Porkchops, respectively.)
Sheep got a break with the 1.7 update. Now you can get more wool by using shears than by outright killing them, which only sometimes drops 1 wool. And shearing doesn't hurt them. This doesn't stop some sadistic players from killing them out of boredom, though, nor does it stop players from clicking the wrong button and bashing the poor sheep over the head with the shears in an attempt to harvest wool.
If you depend on alternate ways to obtain those resources, then pigs, cows and chickens don't need to be killed either. For example, wheat is a much better food source than porkchops, as they're stackable and can be used to craft bread anytime you want. Leather armor stops being useful once you find iron (or diamonds!) And feathers are also dropped by zombies.
1.8 changes this; porkchops now stack, cows drop stackable beef as well as leather, chickens drop chicken meat along with feathers, and zombies drop rotten flesh instead of feathers.