Teleporting ridden entity in unloaded chunks does not cause chunks to load for riding player
The bug
Teleporting an entity which is ridden by a player into unloaded chunks teleports the player (client-side) but does not load the chunks.
In current versions, the player becomes stuck visually at their current position and their screen jitters, but the coordinates on the debug screen show that they moved some (but not the complete) distance.
In 1.18, the boat teleports but the player desyncs and cannot interact with anything that is not near the location where they typed the command.
As of 23w04a, teleporting the boat into unloaded chunks dismounts the player client-side. If the player tries breaking or placing blocks after running the command, these actions will generally be invalidated by the server, although in some circumstances they seem to work even though the server thinks the player is far away. The F3 coordinates seem to consistently reflect where the player appears to be (on the client). If the player runs /ride @s dismount or relogs, they will be teleported to the boat and will load the chunks around it.
How to reproduce
- Place a boat and enter it
- Use the following command
/tp @e[type=minecraft:boat,sort=nearest] ~ ~ ~5000
- Enable the debug information
→ You will see that you were teleported (client-side), but using for example commands which print the block coordinates like /execute if block ~ ~ ~ air run say @s show that server-side you have not moved
The screenshots show a mounted horse before teleporting at 0,1000; the "void" after teleporting the horse; and the mounted horse at 0,5000 right after relogging.
Code analysis
Based on 1.11.2 decompiled using MCP 9.35 rc1
The reason is the same one as for MC-92916 and MC-108469: The method net.minecraft.world.World.updateEntityWithOptionalForce(Entity, boolean) does not update entities which are not in loaded chunks server-side. The problem here is that the riding player is not instantly moved with the ridden entity but instead when the method Entity.updateRidden() is called, which in this case never happens because the area around the ridden entity is not loaded.
Linked Issues
is duplicated by9
relates to4
- Fixed
[Mod] AsteraothRebecca König
- 37
- 21
- Confirmed
Important
- Platform
- Entities Networking Player
- boat chunk horse mount riding teleport unloaded-chunks
14w02b - 23w04a
14w02b 14w02c 14w03a 14w05a 14w07a 14w08a 14w10a 14w17a 14w19a 14w25a 14w28a 14w28b 14w30a 14w31a 14w32b 14w33a 14w34d 1.8-pre1 1.8-pre3 1.8 1.8.3 15w49b 16w33a 1.11.2 1.12.1 1.12.2 1.13-pre8 1.13 18w30b 18w31a 18w32a 18w33a 1.13.1-pre1 1.13.1 1.13.2 18w43b 18w45a 18w46a 18w48a 18w48b 18w49a 19w04b 19w07a 19w12b 19w13b 19w14a 19w14b 1.14.3 1.14.4 1.15.2 20w08a 20w12a 20w14a 20w19a 20w21a 20w22a 1.16-pre3 1.16-pre5 1.16-pre7 1.16-rc1 1.16 1.16.1 20w29a 1.16.2 1.16.4 20w51a 21w03a 1.16.5 21w05a 21w05b 21w06a 1.17 1.18 1.18.1 1.19 1.19.2 23w04a- 23w12a
Created Issue:
Teleporting a mounted horse too far doesn't teleport the player until relogging
I named my horse to teleport it with the @e selector using the following command.
/tp @e[name=EdgarAllanPony] 0 5 5000
When I teleport it over small distances while it is mounted, I get teleported with it. Once I start trying larger distances, the horse is teleported (at least it is no longer visible) and the chunks at my location are unloaded but I am still at the old position until I relog.
The screenshots show the mounted horse before teleporting at 0,1000; the "void" after teleporting the horse; and the mounted horse at 0,5000 right after relogging.
The screenshots show 14w02b but I tested it in 14w02c as well.
Environment
Ubuntu 13.04 64bit
Java(TM) SE Runtime Environment (build 1.7.0_17-b02)
I named my horse to teleport it with the @e selector using the following command.
/tp @e[name=EdgarAllanPony] 0 5 5000
When I teleport it over small distances while it is mounted, I get teleported with it. Once I start trying larger distances, the horse is teleported (at least it is no longer visible) and the chunks at my location are unloaded but I am still at the old position until I relog.
The screenshots show the mounted horse before teleporting at 0,1000; the "void" after teleporting the horse; and the mounted horse at 0,5000 right after relogging.
The screenshots show 14w02b but I tested it in 14w02c as well.
I named my horse to teleport it with the @e selector using the following command.
/tp @e[name=EdgarAllanPony] 0 5 5000
When I teleport it over small distances while it is mounted, I get teleported with it. Once I start trying larger distances, the horse is teleported (at least it is no longer visible) and the chunks at my location are unloaded but I am still at the old position until I relog.
The screenshots show the mounted horse before teleporting at 0,1000; the "void" after teleporting the horse; and the mounted horse at 0,5000 right after relogging.
The screenshots show 14w02b but I tested it in 14w02c as well.
is duplicated by
is duplicated by
is duplicated by
Ubuntu 13.04 64bit
Java(TM) SE Runtime Environment (build 1.7.0_17-b02)
I named my horse to teleport it with the @e selector using the following command.
/tp @e[name=EdgarAllanPony] 0 5 5000When I teleport it over small distances while it is mounted, I get teleported with it. Once I start trying larger distances, the horse is teleported (at least it is no longer visible) and the chunks at my location are unloaded but I am still at the old position until I relog.
The screenshots show the mounted horse before teleporting at 0,1000; the "void" after teleporting the horse; and the mounted horse at 0,5000 right after relogging.
The screenshots show 14w02b but I tested it in 14w02c as well.
I named my horse to teleport it with the @e selector using the following command.
/tp @e[name=EdgarAllanPony] 0 5 5000
When I teleport it over small distances while it is mounted, I get teleported with it. Once I start trying larger distances, the horse is teleported (at least it is no longer visible) and the chunks at my location are unloaded but I am still at the old position until I relog.
The screenshots show the mounted horse before teleporting at 0,1000; the "void" after teleporting the horse; and the mounted horse at 0,5000 right after relogging.
is duplicated by
I named my horse to teleport it with the @e selector using the following command.
/tp @e[name=EdgarAllanPony] 0 5 5000
When I teleport it over small distances while it is mounted, I get teleported with it. Once I start trying larger distances, the horse is teleported (at least it is no longer visible) and the chunks at my location are unloaded but I am still at the old position until I relog.
The screenshots show the mounted horse before teleporting at 0,1000; the "void" after teleporting the horse; and the mounted horse at 0,5000 right after relogging.
I named my horse to teleport it with the @e selector using the following command.
/tp @e[name=EdgarAllanPony] 0 5 5000
When I teleport it over small distances while it is mounted, I get teleported with it. Once I start trying larger distances, the horse is teleported (at least it is no longer visible) and the chunks at my location are unloaded but I am still at the old position until I relog.
The screenshots show the mounted horse before teleporting at 0,1000; the "void" after teleporting the horse; and the mounted horse at 0,5000 right after relogging.
I named my horse to teleport it with the @e selector using the following command.
/tp @e[name=EdgarAllanPony] 0 5 5000
When I teleport it over small distances while it is mounted, I get teleported with it. Once I start trying larger distances, the horse is teleported (at least it is no longer visible) and the chunks at my location are unloaded but I am still at the old position until I relog.
The screenshots show
themounted horse before teleporting at 0,1000; the "void" after teleporting the horse; and the mounted horse at 0,5000 right after relogging.The bug
Teleporting an entity which is ridden by a player into unloaded chunks teleports the player (client-side) but does not load the chunks
How to reproduce
- Place a boat and enter it
- Use the following command
/tp @e[type=boat,c=1] ~ ~ ~5000- Enable the debug information
→ You will see that you were teleported (client-side), but using for example commands which print the block coordinates like /testforblock ~ ~ ~ air show that server-side you have not movedThe screenshots show a mounted horse before teleporting at 0,1000; the "void" after teleporting the horse; and the mounted horse at 0,5000 right after relogging.
Code analysis
Based on 1.11.2 decompiled using MCP 9.35 rc1
The reason is the same one as for
MC-92916andMC-108469: The method net.minecraft.world.World.updateEntityWithOptionalForce(Entity, boolean) does not update entities which are not in loaded chunks server-side. The problem here is that the riding player is not instantly moved with the ridden entity but instead when the method Entity.updateRidden() is called, which in this case never happens because the area around the ridden entity is not loaded.
is duplicated by
The bug
Teleporting an entity which is ridden by a player into unloaded chunks teleports the player (client-side) but does not load the chunks
How to reproduce
- Place a boat and enter it
- Use the following command
/tp @e[type=boat,c=1] ~ ~ ~5000- Enable the debug information
→ You will see that you were teleported (client-side), but using for example commands which print the block coordinates like /testforblock ~ ~ ~ air show that server-side you have not movedThe screenshots show a mounted horse before teleporting at 0,1000; the "void" after teleporting the horse; and the mounted horse at 0,5000 right after relogging.
Code analysis
Based on 1.11.2 decompiled using MCP 9.35 rc1
The reason is the same one as for
MC-92916andMC-108469: The method net.minecraft.world.World.updateEntityWithOptionalForce(Entity, boolean) does not update entities which are not in loaded chunks server-side. The problem here is that the riding player is not instantly moved with the ridden entity but instead when the method Entity.updateRidden() is called, which in this case never happens because the area around the ridden entity is not loaded.The bug
Teleporting an entity which is ridden by a player into unloaded chunks teleports the player (client-side) but does not load the chunks
How to reproduce
- Place a boat and enter it
- Use the following command
/tp @e[type=minecraft:boat,distance=..1] ~ ~ ~5000
- Enable the debug information
→ You will see that you were teleported (client-side), but using for example commands which print the block coordinates like /testforblock ~ ~ ~ air show that server-side you have not movedThe screenshots show a mounted horse before teleporting at 0,1000; the "void" after teleporting the horse; and the mounted horse at 0,5000 right after relogging.
Code analysis
Based on 1.11.2 decompiled using MCP 9.35 rc1
The reason is the same one as for
MC-92916andMC-108469: The method net.minecraft.world.World.updateEntityWithOptionalForce(Entity, boolean) does not update entities which are not in loaded chunks server-side. The problem here is that the riding player is not instantly moved with the ridden entity but instead when the method Entity.updateRidden() is called, which in this case never happens because the area around the ridden entity is not loaded.
The bug
Teleporting an entity which is ridden by a player into unloaded chunks teleports the player (client-side) but does not load the chunks
How to reproduce
- Place a boat and enter it
- Use the following command
/tp @e[type=minecraft:boat,distance=..1] ~ ~ ~5000
- Enable the debug information
→ You will see that you were teleported (client-side), but using for example commands which print the block coordinates like /testforblock ~ ~ ~ air show that server-side you have not movedThe screenshots show a mounted horse before teleporting at 0,1000; the "void" after teleporting the horse; and the mounted horse at 0,5000 right after relogging.
Code analysis
Based on 1.11.2 decompiled using MCP 9.35 rc1
The reason is the same one as for
MC-92916andMC-108469: The method net.minecraft.world.World.updateEntityWithOptionalForce(Entity, boolean) does not update entities which are not in loaded chunks server-side. The problem here is that the riding player is not instantly moved with the ridden entity but instead when the method Entity.updateRidden() is called, which in this case never happens because the area around the ridden entity is not loaded.The bug
Teleporting an entity which is ridden by a player into unloaded chunks teleports the player (client-side) but does not load the chunks
How to reproduce
- Place a boat and enter it
- Use the following command
/tp @e[type=minecraft:boat,sort=nearest] ~ ~ ~5000
- Enable the debug information
→ You will see that you were teleported (client-side), but using for example commands which print the block coordinates like /testforblock ~ ~ ~ air show that server-side you have not movedThe screenshots show a mounted horse before teleporting at 0,1000; the "void" after teleporting the horse; and the mounted horse at 0,5000 right after relogging.
Code analysis
Based on 1.11.2 decompiled using MCP 9.35 rc1
The reason is the same one as for
MC-92916andMC-108469: The method net.minecraft.world.World.updateEntityWithOptionalForce(Entity, boolean) does not update entities which are not in loaded chunks server-side. The problem here is that the riding player is not instantly moved with the ridden entity but instead when the method Entity.updateRidden() is called, which in this case never happens because the area around the ridden entity is not loaded.
The bug
Teleporting an entity which is ridden by a player into unloaded chunks teleports the player (client-side) but does not load the chunks.
In current versions the player becomes stuck visually at their current position and their screen jitters, but the coordinates on the debug screen show that they moved some (but not the complete) distance.
How to reproduce
- Place a boat and enter it
- Use the following command
/tp @e[type=minecraft:boat,sort=nearest] ~ ~ ~5000
- Enable the debug information
→ You will see that you were teleported (client-side), but using for example commands which print the block coordinates like /testforblock ~ ~ ~ air show that server-side you have not movedThe screenshots show a mounted horse before teleporting at 0,1000; the "void" after teleporting the horse; and the mounted horse at 0,5000 right after relogging.
Code analysis
Based on 1.11.2 decompiled using MCP 9.35 rc1
The reason is the same one as for
MC-92916andMC-108469: The method net.minecraft.world.World.updateEntityWithOptionalForce(Entity, boolean) does not update entities which are not in loaded chunks server-side. The problem here is that the riding player is not instantly moved with the ridden entity but instead when the method Entity.updateRidden() is called, which in this case never happens because the area around the ridden entity is not loaded.
relates to
is duplicated by
As of pre-release 5, teleporting any entities outside of chunks turns it invisible. You can still execute as it and it reappears when you teleport it somewhere in the loaded chunk. If the entity isn't teleported again after turning it invisible, saving and quitting removes the entity altogether.
is duplicated by
The bug
Teleporting an entity which is ridden by a player into unloaded chunks teleports the player (client-side) but does not load the chunks.
In current versions the player becomes stuck visually at their current position and their screen jitters, but the coordinates on the debug screen show that they moved some (but not the complete) distance.
How to reproduce
- Place a boat and enter it
- Use the following command
/tp @e[type=minecraft:boat,sort=nearest] ~ ~ ~5000
- Enable the debug information
→ You will see that you were teleported (client-side), but using for example commands which print the block coordinates like /testforblock ~ ~ ~ air show that server-side you have not movedThe screenshots show a mounted horse before teleporting at 0,1000; the "void" after teleporting the horse; and the mounted horse at 0,5000 right after relogging.
Code analysis
Based on 1.11.2 decompiled using MCP 9.35 rc1
The reason is the same one as for
MC-92916andMC-108469: The method net.minecraft.world.World.updateEntityWithOptionalForce(Entity, boolean) does not update entities which are not in loaded chunks server-side. The problem here is that the riding player is not instantly moved with the ridden entity but instead when the method Entity.updateRidden() is called, which in this case never happens because the area around the ridden entity is not loaded.The bug
Teleporting an entity which is ridden by a player into unloaded chunks teleports the player (client-side) but does not load the chunks.
In current versions the player becomes stuck visually at their current position and their screen jitters, but the coordinates on the debug screen show that they moved some (but not the complete) distance.
How to reproduce
- Place a boat and enter it
- Use the following command
/tp @e[type=minecraft:boat,sort=nearest] ~ ~ ~5000- Enable the debug information
→ You will see that you were teleported (client-side), but using for example commands which print the block coordinates like /testforblock ~ ~ ~ air show that server-side you have not movedThe screenshots show a mounted horse before teleporting at 0,1000; the "void" after teleporting the horse; and the mounted horse at 0,5000 right after relogging.
Code analysis
Based on 1.11.2 decompiled using MCP 9.35 rc1
The reason is the same one as for
MC-92916andMC-108469: The method net.minecraft.world.World.updateEntityWithOptionalForce(Entity, boolean) does not update entities which are not in loaded chunks server-side. The problem here is that the riding player is not instantly moved with the ridden entity but instead when the method Entity.updateRidden() is called, which in this case never happens because the area around the ridden entity is not loaded.
is duplicated by
The bug
Teleporting an entity which is ridden by a player into unloaded chunks teleports the player (client-side) but does not load the chunks.
In current versions the player becomes stuck visually at their current position and their screen jitters, but the coordinates on the debug screen show that they moved some (but not the complete) distance.
How to reproduce
- Place a boat and enter it
- Use the following command
/tp @e[type=minecraft:boat,sort=nearest] ~ ~ ~5000- Enable the debug information
→ You will see that you were teleported (client-side), but using for example commands which print the block coordinates like /testforblock ~ ~ ~ air show that server-side you have not movedThe screenshots show a mounted horse before teleporting at 0,1000; the "void" after teleporting the horse; and the mounted horse at 0,5000 right after relogging.
Code analysis
Based on 1.11.2 decompiled using MCP 9.35 rc1
The reason is the same one as for
MC-92916andMC-108469: The method net.minecraft.world.World.updateEntityWithOptionalForce(Entity, boolean) does not update entities which are not in loaded chunks server-side. The problem here is that the riding player is not instantly moved with the ridden entity but instead when the method Entity.updateRidden() is called, which in this case never happens because the area around the ridden entity is not loaded.The bug
Teleporting an entity which is ridden by a player into unloaded chunks teleports the player (client-side) but does not load the chunks.
In current versions the player becomes stuck visually at their current position and their screen jitters, but the coordinates on the debug screen show that they moved some (but not the complete) distance.
How to reproduce
- Place a boat and enter it
- Use the following command
/tp @e[type=minecraft:boat,sort=nearest] ~ ~ ~5000- Enable the debug information
→ You will see that you were teleported (client-side), but using for example commands which print the block coordinates like /execute if block ~ ~ ~ air run say @s show that server-side you have not movedThe screenshots show a mounted horse before teleporting at 0,1000; the "void" after teleporting the horse; and the mounted horse at 0,5000 right after relogging.
Code analysis
Based on 1.11.2 decompiled using MCP 9.35 rc1
The reason is the same one as for
MC-92916andMC-108469: The method net.minecraft.world.World.updateEntityWithOptionalForce(Entity, boolean) does not update entities which are not in loaded chunks server-side. The problem here is that the riding player is not instantly moved with the ridden entity but instead when the method Entity.updateRidden() is called, which in this case never happens because the area around the ridden entity is not loaded.
The bug
Teleporting an entity which is ridden by a player into unloaded chunks teleports the player (client-side) but does not load the chunks.
In current versions, the player becomes stuck visually at their current position and their screen jitters, but the coordinates on the debug screen show that they moved some (but not the complete) distance.
In 1.18, the boat teleports but the player desyncs and cannot interact with anything that is not near the location where they typed the command.
How to reproduce
- Place a boat and enter it
- Use the following command
/tp @e[type=minecraft:boat,sort=nearest] ~ ~ ~5000- Enable the debug information
→ You will see that you were teleported (client-side), but using for example commands which print the block coordinates like /execute if block ~ ~ ~ air run say @s show that server-side you have not movedThe screenshots show a mounted horse before teleporting at 0,1000; the "void" after teleporting the horse; and the mounted horse at 0,5000 right after relogging.
Code analysis
Based on 1.11.2 decompiled using MCP 9.35 rc1
The reason is the same one as for
MC-92916andMC-108469: The method net.minecraft.world.World.updateEntityWithOptionalForce(Entity, boolean) does not update entities which are not in loaded chunks server-side. The problem here is that the riding player is not instantly moved with the ridden entity but instead when the method Entity.updateRidden() is called, which in this case never happens because the area around the ridden entity is not loaded.
The bug
Teleporting an entity which is ridden by a player into unloaded chunks teleports the player (client-side) but does not load the chunks.
In current versions, the player becomes stuck visually at their current position and their screen jitters, but the coordinates on the debug screen show that they moved some (but not the complete) distance.
In 1.18, the boat teleports but the player desyncs and cannot interact with anything that is not near the location where they typed the command.
As of 23w04a, teleporting the boat into unloaded chunks dismounts the player client-side. If the player tries breaking or placing blocks after running the command, these actions will generally be invalidated by the server, although in some circumstances they seem to work even though the server thinks the player is far away. The F3 coordinates seem to consistently reflect where the player appears to be (on the client). If the player runs /ride @s dismount or relogs, they will be teleported to the boat and will load the chunks around it.
How to reproduce
- Place a boat and enter it
- Use the following command
/tp @e[type=minecraft:boat,sort=nearest] ~ ~ ~5000- Enable the debug information
→ You will see that you were teleported (client-side), but using for example commands which print the block coordinates like /execute if block ~ ~ ~ air run say @s show that server-side you have not movedThe screenshots show a mounted horse before teleporting at 0,1000; the "void" after teleporting the horse; and the mounted horse at 0,5000 right after relogging.
Code analysis
Based on 1.11.2 decompiled using MCP 9.35 rc1
The reason is the same one as for
MC-92916andMC-108469: The method net.minecraft.world.World.updateEntityWithOptionalForce(Entity, boolean) does not update entities which are not in loaded chunks server-side. The problem here is that the riding player is not instantly moved with the ridden entity but instead when the method Entity.updateRidden() is called, which in this case never happens because the area around the ridden entity is not loaded.
relates to
Duplicate of MC-44514.
It seems there's a certain distance that triggers it for me it was about 80/81 blocks depending on +/- in X or Z dimension.
Pretty annoying as I was making a teleporter to let me ride horses through it. Thought it was going to work fine until I increased the distance and hit this bug.
I just hit the horse teleport bug MC-44514, it seems like the two would be related?
After teleporting a mob 100 blocks (assuming it's probably 80 like I saw with the horse), I see this.
F3+A did not reload the mob for me, I had to relog or move around a bit to get it to appear.
Render Distance at 32 chunks.
Dupe of MC-44514
Duplicate of MC-44514.
Thank you for your report!
We're tracking this issue in MC-44514, so this ticket is being resolved and linked as a duplicate.
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Thank you for your report!
We're tracking this issue in MC-44514, so this ticket is being resolved and linked as a duplicate.
If you would like to add a vote and any extra information to the main ticket it would be appreciated.
If you haven't already, you might like to make use of the search feature to see if the issue has already been mentioned.
Quick Links:
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📓 Project Summary – ✍️ Feedback and Suggestions – 📖 Game Wiki
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Thank you for your report!
We're tracking this issue in MC-44514, so this ticket is being resolved and linked as a duplicate.
If you would like to add a vote and any extra information to the main ticket it would be appreciated.
If you haven't already, you might like to make use of the search feature to see if the issue has already been mentioned.
Quick Links:
📓 Bug Tracker Guidelines – 💬 Community Support – 📧 Mojang Support
📓 Project Summary – ✍️ Feedback and Suggestions – 📖 Game Wiki
Entities will not stay mounted on shulker when they teleport. This is unlike when an enderman teleports, where the player (or any entity) will stay mounted on it.
Steps to Reproduce:
- Summon/spawn a shulker
- Ride it
/ride @p mount @e[type=minecraft:shulker,sort=nearest,limit=1]
- Place use a water bucket nex to the shulker, forcing it to teleport
Observed Behavior:
The shulker teleports, and the player is not brought with the shulker.
Expected Result:
The player would continue to ride the shulker, just like when they ride an enderman when it teleports.



That is fascinating. What happens if you try to move? Dismount?
No, your actions appear to have no effect until relogging at which point you're back on the horse.
In 14w10a the horse vanishes instead of reappearing after relogging.
This problem still exists in 14w28a and the horse is still vanishing.
In 14w28b the horse reappears again after relogging but the basic issue still persists.
In 14w32b the player gets teleported but only half of the world loads before relogging. The part that's not loaded includes the player's position.
confirmed for 14w32b
In 14w34d loading the world after teleporting works from time to time but I'm floating over the ground and the horse is gone. As before, this is fixed by relogging.
This bug is still happening in the first pre-release, 8 months after submitting.
Great job Mojang, this was reported for the second snapshot and is still in the release.
I see this as well in 1.8.3, it occurs if you teleport the horse too far while riding it:
/tp @e[type=EntityHorse] ~81 ~ ~
OR
/tp @e[type=EntityHorse] ~-80 ~ ~
Anything less than those distances works fine as intended.
After teleporting, you can move but slowly and you'll hear your horse but it is invisible and you'll be back at ground level. If you dismount, you can move fine, but your horse will be invisible until unknown conditions occur (or relogging). Staying on the horse and relogging shows you fine on the horse.
It looks like in 14w10c (the same issue occurs at the same distances) that if I dismount the horse and move a couple blocks away the horse reappears, this is not the case in 1.8.3.
Tested the Y direction, works fine.
Also tried teleporting other mobs long distances and discovered that they disappear too! At least until the player moves/looks around a bit. For instance if I teleport a Spider Jockey 100 blocks away into the daylight near my position now, I'll hear him burning, but until I move a bit, I won't see him.
Seems like another bug or maybe related to this same issue? Maybe related to
MC-65040It also appears that the horse teleports visually before the player does, I see the horse for a brief instance in the distance before I move, but then the horse is invisible.
As a player, you're stuck on the horse and get snapped back to its location if you try and move. You can dismount, but the horse is still invisible.
Thanks for testing, I've updated the version. Btw, the Y axis is fine because it has no effect on chunk loading.
Thanks for updating the version. I don't think it has as much to do with chunk loading as rendering. Because you'll hear the mob still, so it knows it's there, you just can't see it.
I tested this out in multiplayer too. On your own machine, you get stuck and the horse is invisible. But if you see someone do it, you'll still see them on the horse (though sometimes it takes a bit or you have to look around a bit, probably related to
MC-65040). Of course, since they're stuck, you won't see them moving.Leads me to believe it's a local-client issue as if another player sees things properly then the server must have the proper info.
Still occurring 15w49b. In the few tests I did, I so far got the following results on render distance 8:
I think this behavior may be changed (but still broken in a slightly different way) in 15w51b
Is this still an issue in the latest snapshot 16w44a? If so please update the affected versions.
This is an automated comment on any open or reopened issue with out-of-date affected versions.
Confirmed for 1.13-pre8
Confirmed for 1.13
Confirmed for 18w30b
Note: Teleporting the boat in 1.14.3 caused 2019-06-24 13-58-18.mp4
to happen.
Can confirm; the ticket's description is no longer up to date though. The player just gets stuck in the original location and isn't actually teleported.
Affects 1.16.1 and 20w29a
Can confirm in 20w51a.
Can confirm in 21w03a.
Can confirm in 21w05b.
Can confirm in 21w06a.
Maybe we could add the label "minecart" to this bug report, in addition to "boat" and "horse". Perhaps that would help get this issue noticed by Mojang. I've long wanted to extend my minecart system to include jumping from an overworld track to a track in the nether or the end, but this bug prevents that.
Can confirm in 1.18.1.
Can confirm in 1.19.2.
As of 23w04a, teleporting the boat into unloaded chunks dismounts the player client-side. If the player tries breaking or placing blocks after running the command, these actions will generally be invalidated by the server, although in some circumstances they seem to work even though the server thinks the player is far away. The F3 coordinates seem to consistently reflect where the player appears to be (on the client). If the player runs
or relogs they will be teleported to the boat and will load the chunks around it.
This issue was fixed in 23w12a as part of the fix for
MC-201647. However, passengers are not teleported instantaneously (as they are when teleporting them directly); it seems like the chunk they're being teleported to must finish loading first. I may decide to make a separate ticket for this.