Mario Rohkrämer
- LigH
- ligh
- Europe/Stockholm
- Yes
- No
After saving a newly created custom world and loading it immediately after, my avatar starts falling through the floor. The game is in survival mode (despite setting creative mode as defaultgamemode), cheating is enabled. But I cannot use "/gamemode creative", I cannot use "/tp @p". Finally my avatar is stuck on the
floor. I can "exit and save", and next time I load the world, my avatar appears on the ground level again, but starts falling though the ground immediately after appearing, the world seems to be still built while appearing.The issue disappeared when I closed the game and restarted it. So it seems to be a rare case.
After saving a newly created custom world and loading it immediately after, my avatar starts falling through the floor. The game is in survival mode (despite setting creative mode as defaultgamemode), cheating is enabled. But I cannot use "/gamemode creative", I cannot use "/tp @p". Finally my avatar is stuck on the world base level. I can "exit and save", and next time I load the world, my avatar appears on the ground level again, but starts falling though the ground immediately after appearing, the world seems to be still built while appearing.
The issue disappeared when I closed the game and restarted it. So it seems to be a rare case.
Similar to bug
MC-96648, which has been closed in confusion over teleport target into or on top of block.I would confirm this bug (here with version 1.10.2.), with an additional issue: Using the coordinates of the block I should be standing in, teleporting there made me fall through as well. After I remembered that I need to increase the height of the target block standing on, I teleported to one block above the grass_path block. I saw my char falling for a while until the world loaded.
But then the game couldn't decide where my avatar is located exactly, the camera keeps bobbing up and down (Y coordinate keeps altering between about Y.
8...and Y.9...), moving is impossible, even turning the viewing angle is unreliable ... until you double-tap space in creative mode to start flying. Pressing Shift to land, eventually my avatar stood on (X.500 Y.93750 Z.500).Teleporting back to one block above my starting location on a full-height block of some kind of stone worked without issues. My conclusion: Teleportation seems to expect a target block with integer height; a block with reduced height appears to confuse.
Similar to bug
MC-96648, which has been closed in confusion over teleport target into or on top of block.I would confirm this bug (here with version 1.10.2.), with an additional issue: Using the coordinates of the block I should be standing in, teleporting there made me fall through as well. After I remembered that I need to increase the height of the target block standing on, I teleported to one block above the grass_path block. I saw my char falling for a while until the world loaded.
But then the game couldn't decide where my avatar is located exactly, the camera keeps bobbing up and down (Y coordinate keeps altering between about Y.000 and Y.9...), moving is impossible, even turning the viewing angle is unreliable ... until you double-tap space in creative mode to start flying. Pressing Shift to land, eventually my avatar stood on (X.500 Y.93750 Z.500).
Teleporting back to one block above my starting location on a full-height block of some kind of stone worked without issues. My conclusion: Teleportation seems to expect a target block with integer height; a block with reduced height appears to confuse.



Not only the menu, also the game progress messages in the console, etc.
IMHO not a duplicate of "half of the door invisible but still blocking when closed". The door is completely gone.
I placed the door in a 2x1 hole surrounded by granite blocks, with normal stone below. Exit and save (maybe quit and restart the game), reload the world: Doorframe is empty. Wooden door disappeared completely.
A screen recording of a teleport onto grass_path
tp @p 617 67 -924
makes my avatar appear between (617.500 66.000 -923.500) and (617.500 66.93750 -923.500)
Yes, it happens for me with v1.11 too.
I will try to create a new flat Redstone world to demonstrate and upload it...
_
P.S.:
It is necessary to travel a large distance so that the game needs to load a large amount of the world. The bug does not happen when you teleport "in sight".
It also happens when teleporting onto "farmland" (with growing crops), because it is missing the same 16th of height like "grass_path".
Attachment: MineCraft 1.11 world "saves/FlatRed", packed with 7-zip 16.03, demonstrating long distance teleports onto different grounds, some with reduced heights.
On the other hand, I found places where vanilla MC 1.11 renders the landscape correctly, but OptiFine instead ignores a chunk (or even several) while rendering, depending on the camera position and viewing angle. If interested, I have a saved world available.
__
P.S.: Discussed this issue briefly in the OptiFine bug tracker, where sp614x provided an additional test world with a very obvious case, where both vanilla MC and OptiFine consider chunks accidently as not visible (don't move, just turn).
MediaFire shared folder with 7-zip packed world "InvisibleChunk" and a preview how it looks for me right after loading this world. In addition, "FlatCreative" world from the OptiFine tracker.
@ Tiya tehJak:
No, this is a different issue. If you can approach them and fall through the world, they were not loaded. But this report is about chunks which are only considered not visible although they should be, and they are loaded, as they are visible from a location or just in a different angle, and usually at least one chunk away from the camera.