When reaching the other side of a nether portal the animation plays forever until stepped out of
Info for snapshot video creators
Here are two gifs which can be used to compare the two versions of the nether portal exit animation:
- Correct animation, used up until 1.2.5 (broke in 1.3.1 snapshot 12w18a) and is now used again as of 1.20-pre1: https://cdn.discordapp.com/attachments/399390463930400778/1097153888597069844/1point2point5-netherportal-anim.gif
- Incorrect animation, used from 12w34a to 23w18a and now fixed as of 1.20-pre1: https://cdn.discordapp.com/attachments/399390463930400778/1097156653687787692/1point19point4-netherportal-anim.gif
Note that the "Entering the Nether" message being absent in modern versions is a separate bug and is not yet fixed (MC-12789). The absence of inner faces in nether portal blocks is also a completely separate issue (MC-262512).
The bug
When you reach the other side of a nether portal the animation plays forever until you step out of it, even in creative. The animation is completely unnecessary here.
This bug first appeared in 1.4 snapshot 12w34a - versions 12w32a and earlier are completely unaffected (but many are affected by MC-217613).
I'd recommend fixing this and MC-217613 at the same time. A table explaining the expected behaviour can be found here: https://minecraft.fandom.com/wiki/Java_Edition_1.3.1/List_of_broken_features#Nether_portal_exit_animation
Refer to Ismael Rosillo's code analysis below for how these issues can be fixed (and why MC-217613 cannot be considered a duplicate of this issue).
How to reproduce
- Build a nether portal
- Enter it
- Stay in the exit portal
- The animation will start playing when it shouldn't
Linked Issues
is duplicated by4
relates to6
- Fixed
Connor Steppie
5ives
[Mojang] elvendorke- 108
- 30
- Confirmed
Normal
- Player Rendering
- nether_portal overlay
1.4.1 - 23w17a
1.4.1 1.4.2 1.4.3 1.4.4 1.4.5 12w50b 13w02b 13w03a 1.5 13w11a 1.5.1 13w16a 1.5.2 1.6.1 1.6.2 13w38a 13w38b 13w38c 13w42b 1.15.2 20w14a 20w15a 20w21a 1.16-pre2 20w27a 20w28a 20w29a 20w30a 1.16.2-pre1 1.16.3 1.16.4-pre2 1.16.4 20w46a 20w48a 20w49a 20w51a 21w03a 1.16.5 21w05a 21w05b 21w06a 21w07a 21w08b 21w11a 21w14a 21w15a 21w17a 21w20a 1.17-pre1 1.17 1.17.1-rc1 1.17.1 21w37a 21w39a 21w41a 21w42a 1.18.1 1.18.2 22w15a 1.19 1.19.1 1.19.2 1.19.3 23w03a 23w04a 23w07a 1.19.4 23w14a 23w17a- 1.20-pre1
Created Issue:
When reaching end of a nether portal the animation plays forver.
When you reach the other side of a nether portal the animation plays forever until you step out of it, even in creative
What I expected:
After reaching the end of the portal the animation shouldn't playWhat actually happened:
I reached the end of the portal and the animation started playing.To Reproduce:
1. Build a nether portal.
2. Enter it and wait 'till you get to the other side
3. The animation will start playing when it shouldn'tEnvironment
Windows 7 32bit, Java 7 (1.7.0_07)
When you reach the other side of a nether portal the animation plays forever until you step out of it, even in creative
What I expected:
After reaching the end of the portal the animation shouldn't playWhat
actuallyhappened:
I reached the end of the portal and the animation started playing.To Reproduce:
1. Build a nether portal.
2. Enter it and wait 'till you get to the other side
3. The animation will start playing when it shouldn'tWhen you reach the other side of a nether portal the animation plays forever until you step out of it, even in creative.
What I expected:
After reaching the end of the portal the animation shouldn't playWhat happened:
I reached the end of the portal and the animation started playing.To Reproduce:
1. Build a nether portal.
2. Enter it and wait 'till you get to the other side
3. The animation will start playing when it shouldn't
When reaching the end of a nether portal the animation plays forver.
When you reach the other side of a nether portal the animation plays forever until you step out of it, even in creative. This can cause lag on lower end computers.
What I expected:
After reaching the end of the portal the animation shouldn't playWhat happened:
I reached the end of the portal and the animation started playing.To Reproduce:
1. Build a nether portal.
2. Enter it and wait 'till you get to the other side
3. The animation will start playing when it shouldn't
is duplicated by
When reaching the end of a nether portal the animation plays forver until stepped out of.
When you reach the other side of a nether portal the animation plays forever until you step out of it, even in creative. This can cause lag on lower end computers.
What I expected:
After reaching the end of the portal the animation shouldn't playWhat happened:
I reached the end of the portal and the animation started playing.To Reproduce:
1. Build a nether portal.
2. Enter it and wait 'till you get to the other side
3. The animation will start playing when it shouldn't
is duplicated by
When reaching theendof a nether portal the animation plays forver until stepped out of.When reaching the other side of a nether portal the animation plays forver until stepped out of.
A comment with security level 'global-moderators' was removed.
relates to
When you reach the other side of a nether portal the animation plays forever until you step out of it, even in creative. This can cause lag on lower end computers.
What I expected:
After reaching the end of the portal the animation shouldn't playWhat happened:
I reached the end of the portal and the animation started playing.To Reproduce:
1. Build a nether portal
2. Enter it and wait 'till you get to the other side
3. The animation will start playing when it shouldn'tWhen you reach the other side of a nether portal the animation plays forever until you step out of it, even in creative. The animation is completely unnecessary here.
This bug first appeared in 1.4 snapshot 12w34a - versions 12w32a and earlier are completely unaffected.What I expected:
After reaching the end of the portal the animation shouldn't playWhat happened:
I reached the end of the portal and the animation started playing.To Reproduce:
1. Build a nether portal
2. Enter it and wait 'till you get to the other side
3. The animation will start playing when it shouldn't
relates to
When reaching the other side of a nether portal the animation plays forver until stepped out of.When reaching the other side of a nether portal the animation plays forever until stepped out of
is duplicated by
Windows 7 32bit, Java 7 (1.7.0_07)
When you reach the other side of a nether portal the animation plays forever until you step out of it, even in creative. The animation is completely unnecessary here.
This bug first appeared in 1.4 snapshot 12w34a - versions 12w32a and earlier are completely unaffected.What I expected:
After reaching the end of the portal the animation shouldn't playWhat happened:
I reached the end of the portal and the animation started playing.To Reproduce:
1. Build a nether portal
2. Enter it and wait 'till you get to the other side
3. The animation will start playing when it shouldn'tThe bug
When you reach the other side of a nether portal the animation plays forever until you step out of it, even in creative. The animation is completely unnecessary here.
This bug first appeared in 1.4 snapshot 12w34a - versions 12w32a and earlier are completely unaffected.How to reproduce
- Build a nether portal
- Enter it and wait 'till you get to the other side
- The animation will start playing when it shouldn't
relates to
Relates to
MC-233
The bug
When you reach the other side of a nether portal the animation plays forever until you step out of it, even in creative. The animation is completely unnecessary here.
This bug first appeared in 1.4 snapshot 12w34a - versions 12w32a and earlier are completely unaffected. Potentially relates toMC-233.How to reproduce
- Build a nether portal
- Enter it and wait 'till you get to the other side
- The animation will start playing when it shouldn't
relates to
The bug
When you reach the other side of a nether portal the animation plays forever until you step out of it, even in creative. The animation is completely unnecessary here.
This bug first appeared in 1.4 snapshot 12w34a - versions 12w32a and earlier are completely unaffected.Potentially relates toMC-233.How to reproduce
- Build a nether portal
- Enter it and wait 'till you get to the other side
- The animation will start playing when it shouldn't
The bug
When you reach the other side of a nether portal the animation plays forever until you step out of it, even in creative. The animation is completely unnecessary here.
This bug first appeared in 1.4 snapshot 12w34a - versions 12w32a and earlier are completely unaffected.How to reproduce
- Build a nether portal
- Enter it and wait 'till you get to the other side
- The animation will start playing when it shouldn't
The bug
When you reach the other side of a nether portal the animation plays forever until you step out of it, even in creative. The animation is completely unnecessary here.
This bug first appeared in 1.4 snapshot 12w34a - versions 12w32a and earlier are completely unaffected (but some are affected byMC-217613).How to reproduce
- Build a nether portal
- Enter it and wait 'till you get to the other side
- The animation will start playing when it shouldn't
The bug
When you reach the other side of a nether portal the animation plays forever until you step out of it, even in creative. The animation is completely unnecessary here.
This bug first appeared in 1.4 snapshot 12w34a - versions 12w32a and earlier are completely unaffected (butsomeare affected byMC-217613).How to reproduce
Build a nether portalEnter it and wait 'till you get to the other side- The animation will start playing when it shouldn't
The bug
When you reach the other side of a nether portal the animation plays forever until you step out of it, even in creative. The animation is completely unnecessary here.
This bug first appeared in 1.4 snapshot 12w34a - versions 12w32a and earlier are completely unaffected (but many are affected byMC-217613).I'd recommend fixing this and
MC-217613at the same time. A table explaining the expected behaviour can be found here: https://minecraft.fandom.com/wiki/Java_Edition_12w18a/List_of_broken_features#Nether_portal_exit_animationHow to reproduce
- Build a nether portal
- Enter it
- Stay in the exit portal
- The animation will start playing when it shouldn't
The bug
When you reach the other side of a nether portal the animation plays forever until you step out of it, even in creative. The animation is completely unnecessary here.
This bug first appeared in 1.4 snapshot 12w34a - versions 12w32a and earlier are completely unaffected (but many are affected byMC-217613).I'd recommend fixing this and
MC-217613at the same time. A table explaining the expected behaviour can be found here: https://minecraft.fandom.com/wiki/Java_Edition_12w18a/List_of_broken_features#Nether_portal_exit_animationHow to reproduce
- Build a nether portal
- Enter it
- Stay in the exit portal
- The animation will start playing when it shouldn't
The bug
When you reach the other side of a nether portal the animation plays forever until you step out of it, even in creative. The animation is completely unnecessary here.
This bug first appeared in 1.4 snapshot 12w34a - versions 12w32a and earlier are completely unaffected (but many are affected byMC-217613).I'd recommend fixing this and
MC-217613at the same time. A table explaining the expected behaviour can be found here: https://minecraft.fandom.com/wiki/Java_Edition_1.3.1/List_of_broken_features#Nether_portal_exit_animationHow to reproduce
- Build a nether portal
- Enter it
- Stay in the exit portal
- The animation will start playing when it shouldn't
is duplicated by
[Mod] Chandler wants to marry [Mod] LateLag
DrownedZombie wants to marry Fabian Röling
[~Awesoman3000] wants to marry [Mojang] Adrian Östergård
[Mod] markderickson wants to marry [Mod] Anthony Cicinelli
[Mod] violine1101 wants to marry Dmitry Konev
Galaxy_2Alex wants to marry bugsbugsbugs
[Mod] Avoma wants to marry SlicedBlock
[Mojang] slicedlime wants to marry [Mod] SPGoding
W_V wants to marry [Mod] EVGENSYPERPRO
[Mod] tryashtar wants to marry [Mod] Neko
[Helper] Jack McKalling wants to marry [Mod] redstonehelper
[Mod] Sonicwave wants to marry [Mod] Ezekiel (ezfe)
[Mod] Michael Wobst wants to marry [Mod] ampolive
[~moesh] wants to marry [Mojang] Mega_Spud (Jay Wells)
Jess Edward wants to marry Dhranios
Tail wants to marry [Helper] osfanbuff63.
The bug
When you reach the other side of a nether portal the animation plays forever until you step out of it, even in creative. The animation is completely unnecessary here.
This bug first appeared in 1.4 snapshot 12w34a - versions 12w32a and earlier are completely unaffected (but many are affected byMC-217613).I'd recommend fixing this and
MC-217613at the same time. A table explaining the expected behaviour can be found here: https://minecraft.fandom.com/wiki/Java_Edition_1.3.1/List_of_broken_features#Nether_portal_exit_animationRefer to Ismael Rosillo's code analysis below for how these issues can be fixed (and why
MC-217613cannot be considered a duplicate of this issue).How to reproduce
- Build a nether portal
- Enter it
- Stay in the exit portal
- The animation will start playing when it shouldn't
Info for snapshot video creators
Here are two gifs which can be used to compare the two versions of the portal animation:
- Correct animation, used up until 1.2.5 (broke in 1.3.1 snapshot 12w18a) and is now used again as of 1.20-pre1: https://cdn.discordapp.com/attachments/399390463930400778/1097153888597069844/1point2point5-netherportal-anim.gif
- Incorrect animation, used from 12w34a to 23w18a and now fixed as of 1.20-pre1: https://cdn.discordapp.com/attachments/399390463930400778/1097156653687787692/1point19point4-netherportal-anim.gif
The bug
When you reach the other side of a nether portal the animation plays forever until you step out of it, even in creative. The animation is completely unnecessary here.
This bug first appeared in 1.4 snapshot 12w34a - versions 12w32a and earlier are completely unaffected (but many are affected byMC-217613).I'd recommend fixing this and
MC-217613at the same time. A table explaining the expected behaviour can be found here: https://minecraft.fandom.com/wiki/Java_Edition_1.3.1/List_of_broken_features#Nether_portal_exit_animationRefer to Ismael Rosillo's code analysis below for how these issues can be fixed (and why
MC-217613cannot be considered a duplicate of this issue).How to reproduce
- Build a nether portal
- Enter it
- Stay in the exit portal
- The animation will start playing when it shouldn't
Info for snapshot video creators
Here are two gifs which can be used to compare the two versions of the nether portal exit animation:
- Correct animation, used up until 1.2.5 (broke in 1.3.1 snapshot 12w18a) and is now used again as of 1.20-pre1: https://cdn.discordapp.com/attachments/399390463930400778/1097153888597069844/1point2point5-netherportal-anim.gif
- Incorrect animation, used from 12w34a to 23w18a and now fixed as of 1.20-pre1: https://cdn.discordapp.com/attachments/399390463930400778/1097156653687787692/1point19point4-netherportal-anim.gif
The bug
When you reach the other side of a nether portal the animation plays forever until you step out of it, even in creative. The animation is completely unnecessary here.
This bug first appeared in 1.4 snapshot 12w34a - versions 12w32a and earlier are completely unaffected (but many are affected byMC-217613).I'd recommend fixing this and
MC-217613at the same time. A table explaining the expected behaviour can be found here: https://minecraft.fandom.com/wiki/Java_Edition_1.3.1/List_of_broken_features#Nether_portal_exit_animationRefer to Ismael Rosillo's code analysis below for how these issues can be fixed (and why
MC-217613cannot be considered a duplicate of this issue).How to reproduce
- Build a nether portal
- Enter it
- Stay in the exit portal
- The animation will start playing when it shouldn't
Info for snapshot video creators
Here are two gifs which can be used to compare the two versions of the nether portal exit animation:
- Correct animation, used up until 1.2.5 (broke in 1.3.1 snapshot 12w18a) and is now used again as of 1.20-pre1: https://cdn.discordapp.com/attachments/399390463930400778/1097153888597069844/1point2point5-netherportal-anim.gif
- Incorrect animation, used from 12w34a to 23w18a and now fixed as of 1.20-pre1: https://cdn.discordapp.com/attachments/399390463930400778/1097156653687787692/1point19point4-netherportal-anim.gif
Note that the "Entering the Nether" message being absent in modern versions is a separate bug and is not yet fixed: MC-12789The bug
When you reach the other side of a nether portal the animation plays forever until you step out of it, even in creative. The animation is completely unnecessary here.
This bug first appeared in 1.4 snapshot 12w34a - versions 12w32a and earlier are completely unaffected (but many are affected byMC-217613).I'd recommend fixing this and
MC-217613at the same time. A table explaining the expected behaviour can be found here: https://minecraft.fandom.com/wiki/Java_Edition_1.3.1/List_of_broken_features#Nether_portal_exit_animationRefer to Ismael Rosillo's code analysis below for how these issues can be fixed (and why
MC-217613cannot be considered a duplicate of this issue).How to reproduce
- Build a nether portal
- Enter it
- Stay in the exit portal
- The animation will start playing when it shouldn't
Info for snapshot video creators
Here are two gifs which can be used to compare the two versions of the nether portal exit animation:
- Correct animation, used up until 1.2.5 (broke in 1.3.1 snapshot 12w18a) and is now used again as of 1.20-pre1: https://cdn.discordapp.com/attachments/399390463930400778/1097153888597069844/1point2point5-netherportal-anim.gif
- Incorrect animation, used from 12w34a to 23w18a and now fixed as of 1.20-pre1: https://cdn.discordapp.com/attachments/399390463930400778/1097156653687787692/1point19point4-netherportal-anim.gif
Note that the "Entering the Nether" message being absent in modern versions is a separate bug and is not yet fixed: MC-12789The bug
When you reach the other side of a nether portal the animation plays forever until you step out of it, even in creative. The animation is completely unnecessary here.
This bug first appeared in 1.4 snapshot 12w34a - versions 12w32a and earlier are completely unaffected (but many are affected byMC-217613).I'd recommend fixing this and
MC-217613at the same time. A table explaining the expected behaviour can be found here: https://minecraft.fandom.com/wiki/Java_Edition_1.3.1/List_of_broken_features#Nether_portal_exit_animationRefer to Ismael Rosillo's code analysis below for how these issues can be fixed (and why
MC-217613cannot be considered a duplicate of this issue).How to reproduce
- Build a nether portal
- Enter it
- Stay in the exit portal
- The animation will start playing when it shouldn't
Info for snapshot video creators
Here are two gifs which can be used to compare the two versions of the nether portal exit animation:
- Correct animation, used up until 1.2.5 (broke in 1.3.1 snapshot 12w18a) and is now used again as of 1.20-pre1: https://cdn.discordapp.com/attachments/399390463930400778/1097153888597069844/1point2point5-netherportal-anim.gif
- Incorrect animation, used from 12w34a to 23w18a and now fixed as of 1.20-pre1: https://cdn.discordapp.com/attachments/399390463930400778/1097156653687787692/1point19point4-netherportal-anim.gif
Note that the "Entering the Nether" message being absent in modern versions is a separate bug and is not yet fixed: MC-12789
The bug
When you reach the other side of a nether portal the animation plays forever until you step out of it, even in creative. The animation is completely unnecessary here.
This bug first appeared in 1.4 snapshot 12w34a - versions 12w32a and earlier are completely unaffected (but many are affected byMC-217613).I'd recommend fixing this and
MC-217613at the same time. A table explaining the expected behaviour can be found here: https://minecraft.fandom.com/wiki/Java_Edition_1.3.1/List_of_broken_features#Nether_portal_exit_animationRefer to Ismael Rosillo's code analysis below for how these issues can be fixed (and why
MC-217613cannot be considered a duplicate of this issue).How to reproduce
- Build a nether portal
- Enter it
- Stay in the exit portal
- The animation will start playing when it shouldn't
Info for snapshot video creators
Here are two gifs which can be used to compare the two versions of the nether portal exit animation:
- Correct animation, used up until 1.2.5 (broke in 1.3.1 snapshot 12w18a) and is now used again as of 1.20-pre1: https://cdn.discordapp.com/attachments/399390463930400778/1097153888597069844/1point2point5-netherportal-anim.gif
- Incorrect animation, used from 12w34a to 23w18a and now fixed as of 1.20-pre1: https://cdn.discordapp.com/attachments/399390463930400778/1097156653687787692/1point19point4-netherportal-anim.gif
Note that the "Entering the Nether" message being absent in modern versions is a separate bug and is not yet fixed
:MC-12789The bug
When you reach the other side of a nether portal the animation plays forever until you step out of it, even in creative. The animation is completely unnecessary here.
This bug first appeared in 1.4 snapshot 12w34a - versions 12w32a and earlier are completely unaffected (but many are affected byMC-217613).I'd recommend fixing this and
MC-217613at the same time. A table explaining the expected behaviour can be found here: https://minecraft.fandom.com/wiki/Java_Edition_1.3.1/List_of_broken_features#Nether_portal_exit_animationRefer to Ismael Rosillo's code analysis below for how these issues can be fixed (and why
MC-217613cannot be considered a duplicate of this issue).How to reproduce
- Build a nether portal
- Enter it
- Stay in the exit portal
- The animation will start playing when it shouldn't
Info for snapshot video creators
Here are two gifs which can be used to compare the two versions of the nether portal exit animation:
- Correct animation, used up until 1.2.5 (broke in 1.3.1 snapshot 12w18a) and is now used again as of 1.20-pre1: https://cdn.discordapp.com/attachments/399390463930400778/1097153888597069844/1point2point5-netherportal-anim.gif
- Incorrect animation, used from 12w34a to 23w18a and now fixed as of 1.20-pre1: https://cdn.discordapp.com/attachments/399390463930400778/1097156653687787692/1point19point4-netherportal-anim.gif
Note that the "Entering the Nether" message being absent in modern versions is a separate bug and is not yet fixed (MC-12789). The absence of inner faces in nether portal blocks is also a completely separate issue (
MC-262512).The bug
When you reach the other side of a nether portal the animation plays forever until you step out of it, even in creative. The animation is completely unnecessary here.
This bug first appeared in 1.4 snapshot 12w34a - versions 12w32a and earlier are completely unaffected (but many are affected byMC-217613).I'd recommend fixing this and
MC-217613at the same time. A table explaining the expected behaviour can be found here: https://minecraft.fandom.com/wiki/Java_Edition_1.3.1/List_of_broken_features#Nether_portal_exit_animationRefer to Ismael Rosillo's code analysis below for how these issues can be fixed (and why
MC-217613cannot be considered a duplicate of this issue).How to reproduce
- Build a nether portal
- Enter it
- Stay in the exit portal
- The animation will start playing when it shouldn't
relates to
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Duplicate of MC-180
Duplicate of MC-180 and MC-261, please use the search function to see if your bug has already been submitted. Currently over 42% of tickets are being closed as duplicate.
Found out that this duplicates MC-180 a while ago
From the introduction of nether portals in Alpha v1.2.0 up to snapshot 12w17a inclusive, when entering a nether portal, exiting from the other side would start the player with the nether portal animation at full intensity, but with it rapidly drawing to a stop due to the player not being able to teleport using the portal.
With the 12w18a singleplayer client-server logic split, among other broken features, this slowdown effect no longer occurred, and the player would be placed in the other dimension with no effect active at all, which is mildly disorienting.
As of 12w34a, MC-180 came into effect, making this bug considerably harder to see. It can still be noticed by the nether portal effect not beginning at full intensity, but rather increasing like it would upon first entry.
Fixing this alongside MC-180 is recommended. A table showing the changes in behaviour and what is desired can be found as follows: https://minecraft.fandom.com/wiki/Java_Edition_12w18a/List_of_broken_features#Nether_portal_exit_animation
A issue on Java also regarding the nether portal animation is reported at MC-180.
In addition, the following was noted on the Mojira Discord:
/‾‾‾‾|\ (ideal behaviour, original Java behaviour)
Full intensity at entrance, fades out quickly
- /‾‾‾‾| (second Java behaviour)
Does not play at all from the start
- /‾‾‾‾|/‾‾‾‾ (current Java behaviour)
No animation at start, but begins to play and stays at full intensity until exiting portal
- /‾‾‾‾|‾‾‾‾ (current Bedrock behaviour)
Remains at full intensity until exiting portal
The vertical line | indicates teleporting to the other dimension.
Still affects 1.17.10. MC-180's reproduction steps can be applied here.
This is not a duplicate. Currently working on a video that differentiates between this and MC-180.
HubbiGamingTV Could you please not go through tons of tickets, making either obvious/redundant (MC-201, MC-1531, MC-3266, MC-1673, …) or incorrect (MC-180, MC-212, MC-2157, MC-2112, MC-2791, MC-1297, …) statements? I got lots of mails from your comments over night, followed by a bunch of mails of people correcting you. Please only contribute if you actually have new and relevant information, not baseless speculation. Also, if you want go through all currently open bugs, prepare some meals first, because you'll need a really long time for 8375 reports…
This comment is an extensive bug (and code) analysis of the fifth oldest persisting issue, along with a working and fully tested workaround (fix), so this comment will be split in different categories.
What @Connor Steppie Meant with MC-217613
Then, we have MC-217613 which indeed is (and it's not) a duplicate of this, depending on the point of view; Connor Steppie means that MC-217613 is the bug that refers to the lack of a slow-to-stop animation for the portal (it happened for the first time in 12w18a), while MC-180 refers to the visual "re-trigger" of the portal (it happenned for the first time in 12w34a). It's like these two bugs have been "stacked" or that they are "sister bugs", because they represent a very similar issue.
Code Analysis
Here, a bit of history of the code that worked, using Mojang's mapping names for this analysis:
- 1. Prior to 12w18a, it only worked on singleplayer, as the whole world was client. This is because the method we now call LocalPlayer.handleNetherPortalClient() (was part of aiStep() back then) handled the whole teleportation and then used the "distortion fade out" behaviour using field LocalPlayer.portalTime. The code below is a recreation of the sourcecode present in 12w17a, using mojang names and my own ones.
public class LocalPlayer extends Player { ... public void aiStep() { ... this.oPortalTime = this.portalTime; if (this.isInsidePortal) { if (!this.level.isClientSide && this.vehicle != null) { this.startRiding((Entity)null); } if (this.minecraft.screen != null) { this.minecraft.setScreen((Screen)null); } if (this.portalTime == 0.0F) { this.minecraft.soundManager.play("portal.trigger", 1.0F, this.random.nextFloat() * 0.4F + 0.8F); } this.portalTime += 0.0125F; //START OF CODE REMOVED IN 12w18a if (this.portalTime >= 1.0F) { this.portalTime = 1.0F; if (!this.level.isClientSide) { this.portalCooldown = 10; this.minecraft.soundManager.play("portal.travel", 1.0F, this.random.nextFloat() * 0.4F + 0.8F); byte newDimension = 0; if (this.dimension == -1) { newDimension = 0; } else { newDimension = -1; } this.minecraft.changeDimension(newDimension); this.takeAchievement(Achievements.portal); } } //END OF REMOVED CODE this.isInsidePortal = false; } else if (this.hasEffect(MobEffects.CONFUSION) && this.getEffect(MobEffects.CONFUSION).getDuration() > 60) { this.portalTime += 0.006666667F; if (this.portalTime > 1.0F) { this.portalTime = 1.0F; } } else { if (this.portalTime > 0.0F) { this.portalTime -= 0.05F; } if (this.portalTime < 0.0F) { this.portalTime = 0.0F; } } if (this.portalCooldown > 0) {//old equivalent to Entity.processPortalCooldown() this.portalCooldown--; } ... } ... }
- 2. After the changes made in 12w18a, the code described above was completely removed without adding a replacement, causing the unwanted behavior described in
MC-217613. - 3. In 12w34a, the way nether portals were handled by entities was changed internally, causing the actual behavior where the animation plays forever.
Note in the code that method this.minecraft.changeDimension(newDimension) was also removed from Minecraft.java and also it was forgotten to be re-added for the client listener, causing MC-12789.
Workaround and Fix
After the client-server singleplayer split up, the game switched to fully use the network system, and the source code described in history would not be able to just be copied and pasted, however, it's still useful for reference.
A possible way to fix this is to let the client know when a dimension change was caused by a nether portal to set the proper animation.
But first, we are going to head to LocalPlayer.java and add a new method (named justPostalTraveled() in this example), that will prevent the player to enter to the in-portal state, and set the Animation/Portal Effect at 100%. This will make the player think it's just exiting a portal and will decrease the Animation/Portal Effect at every aiStep()->handleNetherPortalClient() (This would also fix MC-193749). Now there's a problem with the animation effect: the animation starts before the Downloading Terrain screen is gone, causing the animation to be gone at the time or shortly after the game is rendering the world. To fix this, we are gonna make handleNetherPortalClient() know when it should progress the animation using a check. The end result is shown here in the code:
public class LocalPlayer extends AbstractClientPlayer { ... private void handleNetherPortalClient() { this.oPortalTime = this.portalTime; boolean shouldStatusProgress = !(this.minecraft.screen instanceof ReceivingLevelScreen); if (this.isInsidePortal) { if (this.minecraft.screen != null && !this.minecraft.screen.isPauseScreen() && !(this.minecraft.screen instanceof DeathScreen) && shouldStatusProgress) { if (this.minecraft.screen instanceof AbstractContainerScreen) { this.closeContainer(); } this.minecraft.setScreen((Screen)null); } if (this.portalTime == 0.0F) { this.minecraft.getSoundManager().play(SimpleSoundInstance.forLocalAmbience(SoundEvents.PORTAL_TRIGGER, this.random.nextFloat() * 0.4F + 0.8F, 0.25F)); } this.portalTime += 0.0125F; this.isInsidePortal = false; } else if (this.hasEffect(MobEffects.CONFUSION) && this.getEffect(MobEffects.CONFUSION).getDuration() > 60) { this.portalTime += 0.006666667F; } else if (shouldStatusProgress) { if (this.portalTime > 0.0F) { this.portalTime -= 0.05F; } } this.portalTime = Mth.clamp(this.portalTime, 0.0F, 1.0F); if (shouldStatusProgress) { this.processPortalCooldown(); } } public void justPortalTraveled() { this.isInsidePortal = false; this.oPortalTime = this.portalTime = 1.0F; this.setPortalCooldown(); } ... }
In other hand, we need to use this new method somewhere, and returning to the second paragraph, we'll make the client know when the player used a portal. I added a condition at the packet ClientboundRespawnPacket.java and I called it boolean fromPortal. It will also be read and written to the packet.
The change is quite obvious so I will not show the end result for that. Instead we are going to make this fix fully efective. At the ClientPacketListener.java at method handleRespawn(), after the player is being initialized and "adjusted", let's check whether if the player came from a portal (using the previously added fromPortal field) to call for justPortalTraveled():
public class ClientPacketListener implements TickablePacketListener, ClientGamePacketListener { ... public void handleRespawn(ClientboundRespawnPacket p_105066_) { ... localplayer1.resetPos(); localplayer1.setServerBrand(s); this.level.addPlayer(i, localplayer1); localplayer1.setYRot(-180.0F); localplayer1.input = new KeyboardInput(this.minecraft.options); this.minecraft.gameMode.adjustPlayer(localplayer1); localplayer1.setReducedDebugInfo(localplayer.isReducedDebugInfo()); localplayer1.setShowDeathScreen(localplayer.shouldShowDeathScreen()); localplayer1.setLastDeathLocation(p_105066_.getLastDeathLocation()); if (packet.isPortalTravel()) { localplayer.justPortalTraveled(); } if (this.minecraft.screen instanceof DeathScreen) { this.minecraft.setScreen((Screen)null); } this.minecraft.gameMode.setLocalMode(p_105066_.getPlayerGameType(), p_105066_.getPreviousPlayerGameType()); } ... }
The fromPortal field should be true only when we are sure that the player is naturally changing from dimensions, like in ServerPlayer.changeDimension(ServerLevel), which is triggered only when the player is joing to change dimensions throught portals.
However, this fix didn't always work; in certain cases that i couldn't determine, the glitched animation played intead. That left me confused for a while until I found an alternative to this fix.
The new fix comes from the same concept of letting the player know whether or not the dimension travel was a because of a portal, but splitting ClientboundRespawnPacket.java's dimension change function into ClientboundDimensionTravelPacket.java. This new packet didn't create a new player instance and will reuse the previous one. I'm sure of something; that the previous fix did not work because the player could have lost some data. This new fix has worked at the 100% of tests. This is the new dimension travel packet handler:
public class ClientPacketListener implements TickablePacketListener, ClientGamePacketListener { ... @Override public void handleDimensionTravel(ClientboundDimensionTravelPacket packet) { PacketUtils.ensureRunningOnSameThread(packet, this, this.minecraft); Holder<DimensionType> holder = this.registryAccess.compositeAccess().registryOrThrow(Registries.DIMENSION_TYPE).getHolderOrThrow(packet.getDimensionType()); LocalPlayer localplayer = this.minecraft.player; ResourceKey<Level> newDimension = packet.getDimension(); ResourceKey<Level> oldDimension = localplayer.level.dimension(); if (newDimension != oldDimension) { Scoreboard scoreboard = this.level.getScoreboard(); Map<String, MapItemSavedData> map = this.level.getAllMapData(); boolean flag = packet.isDebug(); boolean flag1 = packet.isFlat(); ClientLevel.ClientLevelData clientlevel$clientleveldata = new ClientLevel.ClientLevelData(this.levelData.getDifficulty(), this.levelData.isHardcore(), flag1); this.levelData = clientlevel$clientleveldata; this.level = new ClientLevel(this, clientlevel$clientleveldata, newDimension, holder, this.serverChunkRadius, this.serverSimulationDistance, this.minecraft::getProfiler, this.minecraft.levelRenderer, flag, packet.getSeed()); this.level.setScoreboard(scoreboard); this.level.addMapData(map); Component title; if (newDimension == Level.OVERWORLD) {//this is exta code from my mod, it fixes MC-12789 ResourceLocation resourcelocation = oldDimension.location(); String s = resourcelocation.toLanguageKey("dimension"); title = Component.translatable("menu.leavingDimension", Language.getInstance().has(s) ? Component.translatable(s) : Component.literal(resourcelocation.toString())); } else { ResourceLocation resourcelocation = newDimension.location(); String s = resourcelocation.toLanguageKey("dimension"); title = Component.translatable("menu.enteringDimension", Language.getInstance().has(s) ? Component.translatable(s) : Component.literal(resourcelocation.toString())); } this.minecraft.setLevel(this.level, new ReceivingLevelScreen(title)); localplayer.fishing = null;//This a fix for an issue that happened in one of my tests. Since the player instance is not a new one and because the client doesn't unload entities from previous level (yeah client worlds work like that) and the player doesn't to check if the fishing rod is a valid entity to unset it, I had to put that here. if (packet.isPortalTravel()) { localplayer.justPortalTraveled(); this.minecraft.getSoundManager().play(SimpleSoundInstance.forLocalAmbience(SoundEvents.PORTAL_TRAVEL, this.random.nextFloat() * 0.4F + 0.8F, 0.25F)); //You can see the portal travel sound playing from here and not from levelEvent() because with this fix we no longer really need to use another packet (I removed the level event 1032 as well) } } if (localplayer.hasContainerOpen()) { localplayer.closeContainer(); } localplayer.setLevel(this.level); if (newDimension != oldDimension) { this.minecraft.getMusicManager().stopPlaying(); } this.level.addPlayer(localplayer.getId(), localplayer); } ... }
Well I hope my fix is clear to understand, if not, or if there are any questions, feel free to ask
It's time to get this fixed
The bug
The models used for nether portal blocks do not have texture planes on the inside. As a result of this, it's impossible to see nether portal blocks when you're inside of one (MC-180's fix makes this much clearer to see in Survival now).
This is inconsistent with water, which does have texture planes on the inside since water is intentionally designed for the player to be able to be inside of it just like nether portals, and also inconsistent with other blocks such as powder snow which have inner texture planes for the same reason.
When first introduced, nether portal blocks did have textures on the inside. However, these stopped existing in 13w42a, probably as a side effect of MC-34649's fix. 13w42a was released after MC-180 started happening, so this was likely overlooked in the process.
How to reproduce
- Enter a nether portal
- Be transported to the other dimension
- Don't move
- Try and "see" the nether portal blocks in first person without moving
Expected results
The nether portal blocks would be visible from the inside like they used to be.
Actual results
The nether portal blocks are completely invisible while you're inside them, which is confusing.
In my previous code analysis in MC-180 I stated that simply fixing it by letting the client know that a portal was used through ClientboundRespawnPacket.java, the fix would not always work. As I said before, this is probably caused by some data loss from the local player, because when you travel between dimensions, this player instance is completely deleted and then the game creates a new one. In the proposed fix I took out the dimension change handle from the Client Respawn Packet and I've put it into a new packet that doesn't delete/re-create the player instance on handle. The result was successful and the bug never happened again.
I got this GL_INVALID_OPERATION error while rapidly going through portals and observing the fix for MC-180.
I was idly breaking a portal and relighting it in very quick succession and when I went back to my starting portal, I noticed that a turtle nearby had a corrupted texture. I unfortunately forgot to get a screenshot, but this error
[Render thread/INFO]: OpenGL debug message: id=1282, source=API, type=ERROR, severity=HIGH, message='GL_INVALID_OPERATION error generated. Texture name does not refer to a texture object generated by OpenGL.'
was getting logged over and over.
I am unable to reproduce, but I figure that the error message and my explanation may be enough to look into a possible cause.
Also, I don't know if this is related, but I was doing this right after I was testing my other reported bugs. I reproduced the bugs and tried the portal traveling again, but I still couldn't reproduce, so I'm not sure.
If you go through a nether portal, then go quickly go out then back in the warp effect will keep playing forever. This is the exact same effect as with MC-180.
What I expected to happen was...:
That the nether portal would teleport me to the nether.
What actually happened was...:
The nether portal kept playing the animation forever.
Steps to Reproduce:
1. Build a nether portal
2. Go through it
3. Step out of the portal then step back in quickly
4. Notice how the animation plays forever until you step out of the portal
Link has been removed because this report is a duplicate




But you're still in the portal, are you not? The animation is caused by being inside the portal block, not by actually teleporting.
The animation feels like its the prelude to teleporting, not the act of standing inside a portal, so is confusing when it remains when passing through to the other side.
It's because you're entering the new nether-portal block in the nether, and so the effect starts.
if it's on a server be sure the nether is actived
I confirm this. It didn't happen in 1.3.2 It's happening in 1.4.2 and it is very annoying. In 1.3.2 the effect would start playing only if the player would leave the gate block and return back to the gate.
I happened in 1.3 for me...
I have a one year old gaming high end pc. And i have to add to this point: this happens mostly while spawning new biomes that arent already on the discovered minecraft map. I have also an issue.. it kinda lacks. Especially in multiplayer games. But hey.. my pc works it out fine in the end. what kind of pc configuration do you guys have? (RAM; GRAFIK.. etc)
Saskia this is not affected by pc specs or creation of new chunks. It happens even no new chunks are about to be created. Enter a nether portal and wait to be transferes to the other end. When that happens, don't move out of the portal. The animation is going start as if you are about to be teleported again, but you won't.
This used to only happen in multiplayer-servers, but with the code merge... yeah. The problem is NOT the texture animating, that makes perfect sense, the problem is the nauseating warping of the world that going on at the same time.
Well, maybe it should teleport you back to the nether if you stand in the arrival portal for that long.
It won't teleport you back. Why don't you just try it and see for yourself.
This doesn't affect gameplay, so it isn't a bug. Please resolve.
This is not an intended feature, unless you have proof that it is. Also it did not happen in previous versions. And finally since the portal is not going to teleport the player back why would the teleportation animation start? So it is a bug. It doesn't make any sense otherwise.
EDIT: I've played minecraft 1.2.4 , 1.2.5 , 1.3.1 and 1.3.2 before 1.4.2 and it didn't occur. I've never used any mod or texture pack other than the default.
This has happened to me since Beta.
I think this was introduced in one of the 1.4 snapshots. Perhaps portals are just nauseating whether or not you teleport.
It is counterintuitive, and because of that, just a bit disorienting; stepping into a portal has an increasing swirly animation, so when I appear in the nether I sort of do expect a decreasing swirly animation, instead of the swirls starting at zero and ramping up again. Happens in 1.4.5.
This DID happen in 1.4.2 AND 1.3.2.
If I understand correct you mean that this didn't happen in any version other than 1.3.2 and 1.4.2 ?
1.4.6
http://youtu.be/imviP8S-biE
1.3.2
http://youtu.be/w734yujyAGo
The same bug in snapshot 13w04a
What's supposed to happen :
1-enter the nether portal
2-wait the animation
3-teleport to the nether
4-play bare-handed tennis with ghasts
What's happening :
1-enter the nether portal
2-instant teleportation to the nether wihtout the animation
3-after your arrival, the animation start and don't stop as long as you stay in the portal
4-be pretty confused
I think the cause is within the mobs-teleportation-to-the-nether-feature
You travel instantly in creative mode Ben, that is very much intended.
The problem is that there is no difference between standing in a portal, which will soon teleport you, and standing in a portal that will not. The effect is the same. The effect going from low levels to high levels of waviness strongly implies that something is powering up and about to happen.
If you come through a portal, and realize you want to go back (due to monsters, wrong destination, forgot something, etc.) and you move away and immediately back there's no way to tell if the portal is actually ramping up to teleport you or not.
Similarly if you don't want to go through a portal, but are sticking close to it for some reason (maybe hiding behind the obsidian from a ghast) you cant' easily tell if you've briefly moved too far away and the portal is actually going to send you somewhere.
To make this clear when arriving through a portal, when it isn't going to send you anywhere, the waving effect could reverse it self (from maximum to minimum) or it could wave at a constant moderate level.
Reversing the intensity would be awesome!
I completely agree that it is counter intuitive, and that it implies you are about to be teleported. Furthermore, if you stand in the portal too long (because of lag, or something) it can make it very difficult to leave portals that have blocks or holes beside them, that would be easy to leave were this not the case.
I've been experiencing this since forever.
Then you probably started playing minecraft after 1.4 was released, right?
it's an old bug, it didn't started in 1.4 you probably haven't noticied because you exit the portal right way. Sorry for my bad english im brazilian.
This actually looked the way some people here are asking for, way back when in Beta, as I recall.
Just because it's an old bug with portals? Or did you find a deeper reason why they're related?
Can confirm for 20w48a.
Can confirm in 20w49a.
I've been playing minecraft since 1.2 in 2012 and this is has consistently happened. The animation is triggered by you being in the portal, not you being in the act of teleportation.
Can confirm in 20w51a.
Can confirm in 21w05a.
Can confirm in 21w05b.
Can confirm in 21w06a.
Can confirm in 21w07a.
Attached a video showing how it used to work in 1.3.2. MC-180 how it used to work in 1.3.2.mp4
Can confirm in 21w11a.
And 1.16.5.
Can confirm in 21w14a.
Can confirm in 21w15a.
Can confirm in 21w17a.
Can confirm in 1.17.
Can confirm in 1.17.1 Release Candidate 1.
Can confirm in 21w37a.
Can confirm in 21w39a.
Can confirm in 21w41a.
Can confirm in 21w42a.
Can confirm in 1.18.1.
Can confirm in 1.18.2.
Can confirm in 1.19.
you can only go throgh a portal once without stopping out because otherwise you would travel from dimension to dimension for infinity loading and unloading chunks quickly. if many players did that it would cause massive lagg thats why.
@HubbiGamingTV the expected behaviour is not to keep teleporting again without leaving the portal. The expected behaviour would be for the portal animation not to play once through, or for it to play in reverse.
The problem is: it looks like you're going to teleport again when you aren't. (Even worse, the animation keeps getting wonkier until you can't even see what's going on.) The recommended solution is to make the visual cues match what's happening, not to change the teleportation behaviour.
So it should play the wind up animation when you first enter the portal, then, once you're through the portal, it should either not play an animation, or play a wind down animation (ending in no animation)
Can confirm in 1.19.1.
Can confirm in 1.19.2.
It makes sense that your vision hasn't fully recovered because you're still in a portal between dimensions.
Can confirm in 23w03a
Can confirm in 23w04a
Can confirm in 23w06a
Can confirm in 23w07a.
Confirmed for 1.19.4.
This comment is an extensive bug (and code) analysis of the fifth oldest persisting issue, along with a working and fully tested workaround (fix), so this comment will be split in different categories.
What @Connor Steppie Meant with
MC-217613Then, we have
MC-217613which indeed is (and it's not) a duplicate of this, depending on the point of view; Connor Steppie means thatMC-217613is the bug that refers to the lack of a slow-to-stop animation for the portal (it happened for the first time in 12w18a), whileMC-180refers to the visual "re-trigger" of the portal (it happenned for the first time in 12w34a). It's like these two bugs have been "stacked" or that they are "sister bugs", because they represent a very similar issue.Code Analysis
Here, a bit of history of the code that worked, using Mojang's mapping names for this analysis:
MC-217613.Note in the code that method this.minecraft.changeDimension(newDimension) was also removed from Minecraft.java and also it was forgotten to be re-added for the client listener, causing MC-12789.
Workaround and Fix
After the client-server singleplayer split up, the game switched to fully use the network system, and the source code described in history would not be able to just be copied and pasted, however, it's still useful for reference.
A possible way to fix this is to let the client know when a dimension change was caused by a nether portal to set the proper animation.
But first, we are going to head to LocalPlayer.java and add a new method (named justPostalTraveled() in this example), that will prevent the player to enter to the in-portal state, and set the Animation/Portal Effect at 100%. This will make the player think it's just exiting a portal and will decrease the Animation/Portal Effect at every aiStep()->handleNetherPortalClient() (This would also fix
MC-193749). Now there's a problem with the animation effect: the animation starts before the Downloading Terrain screen is gone, causing the animation to be gone at the time or shortly after the game is rendering the world. To fix this, we are gonna make handleNetherPortalClient() know when it should progress the animation using a check. The end result is shown here in the code:In other hand, we need to use this new method somewhere, and returning to the second paragraph, we'll make the client know when the player used a portal. I added a condition at the packet ClientboundRespawnPacket.java and I called it boolean fromPortal. It will also be read and written to the packet.
The change is quite obvious so I will not show the end result for that. Instead we are going to make this fix fully efective. At the ClientPacketListener.java at method handleRespawn(), after the player is being initialized and "adjusted", let's check whether if the player came from a portal (using the previously added fromPortal field) to call for justPortalTraveled():
The fromPortal field should be true only when we are sure that the player is naturally changing from dimensions, like in ServerPlayer.changeDimension(ServerLevel), which is triggered only when the player is joing to change dimensions throught portals.
However, this fix didn't always work; in certain cases that i couldn't determine, the glitched animation played intead. That left me confused for a while until I found an alternative to this fix.
The new fix comes from the same concept of letting the player know whether or not the dimension travel was a because of a portal, but splitting ClientboundRespawnPacket.java's dimension change function into ClientboundDimensionTravelPacket.java. This new packet didn't create a new player instance and will reuse the previous one. I'm sure of something; that the previous fix did not work because the player could have lost some data. This new fix has worked at the 100% of tests. This is the new dimension travel packet handler:
Well I hope my fix is clear to understand, if not, or if there are any questions, feel free to ask
It's time to get this fixed
Can confirm in 23w17a. It would be a please that the code analysis became added to the bug description.
IT WAS FIXED!! YAY
I can confirm that this bug,
MC-193749andMC-217613are all fixed in 1.20-pre1. MC-12789, however, does not seem to be.fixed!