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So when I am entering a server to play with my friend,I'm falling thru the map. I reinstalled the app 3 times.
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confirmed in 1.17.1 Pre-release 3. but sometimes its not noticeable.

i think this issue needs a bit more info.
reproduction steps:
start a vanilla server
try to login to it
after the loading terrain screen is gone, you may notice that you are falling through the world. Then chunks load and it teleports you up.❌
sometimes it may be hard to notice or reproduce. if the reproduction steps failed, keep trying to disconnect and reconnect until you notice it.
getting disconnected is very rare but it might happen while falling through the world if your ping is high.

My issue is this exactly i was not able to find it when i was logging mine. But My wife have this issue and if i join her world i fall though the world. And when she joins mine she falls though the world even when joining her own server on her own computer.

I can confirm this still happens in the 1.17.1 full release also.

Affects singleplayer worlds too.

Same with me in a server 1.17.1
I play without lag, but ping is not the best.

Can also confirm, happens even localhost server hosted on same machine as client instance. Is absolutely not a network related issue

This happens even on custom jars. It's happening on my 1.17.1 Fabric server at ideaspace.apexmc.co.
@unknown, please take into consideration that third-party clients/software are not supported by Mojang.

I know that, but I'm saying that it's happening to me, the same bug.

Same exact problem for me. So Ill throw in my exact situation and see if it has any relevance. So Im hosting a server and this happens when someone outside of the local network joins. I can join the server normally on the same machine / connection. But when you try to connect from a different connection than the servers on you fall through the world. I have two networks I use and have tested it multiple times and have had my friends test as well.

Same

I believe this may be an issue with the 1.17 and later client, as joining my server with 1.16.5 with ViaFabric resulted in no issues.

This did not happen on 1.16.5, it's the same server and same internet connection just updated to 1.17 and started happening since.

Happening to me in single player too. 1.17 and 1.17.1

Having the problem here.
Sometimes I´m able to see the world, but when the terrain loads I receive the connection reset exception.
Tried using the @teleport command with no success.
When trying to teleport the other player receives the message that I´m dead.

I get this issue only when using a tunnel or connecting outside my LAN. If I use localhost, then everything loads up perfectly. But when I use my static IP or a tunnel (on the same PC where I have my server), then the game fails to load and I fall through an empty void. Same goes for my friends who try to connect to my server.

I upgraded by server from 1.16.5 to 1.17.1 and this is when the problem started. My server is hosted with an Cloud provider. I discovered that most players don't complain because the "fall" is very quick. But some users with a bad internet connexion or low-end PCs will experience that issue quite badly, up to a point they are kicked-out of the server.
When that happens, the server reports the following message:
<nickname> was kicked due to keepalive timeout
I restored a 1.17.1 nightly backup of the server on a virtual machine located on my powerful gaming PC and I don't see any difference: I can still notice a small "fall" when joining the server.
Then, I restored a backup from 1.16.5 on the same test server and I could not see any issue. No black screen, no fall.
Definitely, that issue has been introduced in 1.17.1

This just started to flare up ~2 weeks ago on our v1.17.1 server (running on Mac OS X 10.15.7, Mac mini [late 2012], 16GB RAM, upgraded to Samsung SSD [1TB and 2TB], and exclusively just runs Minecraft server). Up until then, it had been running flawlessly, with 5 full-time players online concurrenlty and seperately throughout any given 24-hour period. We also have another Minecraft server that is running on even more robust host system (e.g., newer iMac with 32GB RAM and SSD's) that started to have the issue at the exact same time. The WAN connection is strong (1Gbps download and 50 Mbps upload) and the 2.5Gbps LAN network uses Ubiquiti UniFi router, switches, etc. that are less than 2 years old. The clients that are connecting over the internet all have good internet speeds, with average ranges from ~50Mbps - 250Mbps download and ~10Mbps - 30Mbps upload.
Seeing that many here posting are having the same issues, even when using cloud-based hosting solutions for their severes, reaffirms my suspicion that it's not an issue with either the server host or client networks but is instead a bug that is either on the Java server or Java client side. This has made playing impossible unless one is on the LAN of the sever host, and most of our players are several states away from us while at college. This is extremely disappointing and frustrating, to say the least. 😞

I'm having the same problem too, I tried removing the server and adding it but no success. I closed and opened minecraft a few times, didn't work either.

This can happen on singleplayer too. Can confirm in 21w44a.

I am not sure if this is related but I have also found that Minecraft says my ping is really low even though I am getting instant response time.

This has been happening on my server ever since the upgrade to 1.17 on and off. I have hosted on several different connections and configurations of hardware, all of which don't seem to affect the issue consistently, therefor I doubt it's an issue on my part. Servers for 1.16.x all worked and continue to work fine. What I find actually allows people to connect is setting the server view distance to 4 chunks. Any more than that and it's back to falling. Furthermore, I can confirm this issue still exists in release 1.18.

[Confirmed for 1.18]
This seems to happen if the server's view-distance is too high when a player joins the game. When my server's view-distance was on 32, nobody but me (the host) could join it. When I restarted with view-distance on 2, my friends connected instantly. When on 10, they connected, but it took a while.
It seems like the client is trying to load chunks using the server's render distance instead of the client's render distance, making less performant computers simply time out before they can finish loading everything. This is just a guess, though. See "timeout.mp4" for a video demonstration where the server render distance was high and the client couldn't handle it.
The server log shows the client connecting successfully, but then disconnecting due to a timeout:
[20:14:42] User Authenticator #14/INFO: UUID of player $name is $uuid
[20:14:42] [Server thread/INFO]: $name[/$ip] logged in with entity id 1349 at (-42.23815943064836, 64.0, -14.355652072409232)
[20:14:42] [Server thread/INFO]: $name joined the game
[20:14:43] Netty Server IO #9/INFO: Received secret request of $name (12)
[20:14:43] Netty Server IO #9/INFO: Sent secret to $name
[20:14:46] [VoiceChatPacketProcessingThread/INFO]: Successfully authenticated player $uuid
... the player sits frozen and nothing happens for a bit ...
[20:15:04] [Server thread/INFO]: $name lost connection: Timed out
[20:15:04] [Server thread/INFO]: $name left the game
[20:15:04] [Server thread/INFO]: Disconnecting client $name
[20:15:05] [VoiceChatPacketProcessingThread/WARN]: Failed to read packet from /$ip
Note this is using the Simple Voice Chat mod for the Fabric mod loader, hence the extra logs. It doesn't seem to make a difference, however.

I can confirm even with opening as land world. reducing my view distance s eems to help.
Can also confirm in 1.18.1. This issue can easily be reproduced when respawning in server environments.
[media]
This is an issue on our SMP as well (1.18.1). We needed to reduce server view distance for some players to be able to connect at all. Their client view distance was set to low already, but not taken into account.

Also echoing this from my SMP server as well. It started happening this afternoon on a 1.18.1 world. Logging in and the world is still loading at 10 chunks as server world setting. Timed out and dropped out after 30 seconds.

This is likely an issue with Simple Voice Chat, at least in some circumstances, as in Dual Iron's version.
We had that plugin enabled on our server, and faced various intermittent issues:
timing out when logging in, as described in this bug
extreme lag when operating piston machines, like 300 mspt when a 4-piston flying machine was active
lag spikes whenever lots of blocks changed at once, be it exploding tnt in the nether or growing 2x2 large trees
When I used Wireshark to trace the network during a player log-in, I noticed the player needing 40 seconds to load 3 MB worth of chunks. A different player, logging in at the same time at a different place, got 2.5 MB in ~ 1 second. The "slow" player did NOT have a significant number of network resends, or errors, or full TCP window conditions; the network dump showed that the server was just sending its data very slowly.
This means the issue does not really have much to do with the render distance; it's just that a very low render distance reduces the amount of data to be sent enough to arrive in time even with the very slow transfer.
All of these issues disappeared when we removed the Simple Voice Chat plugin.
My hypothesis is that Simple Voice Chat hogs one of the netty channels, and blocks Minecraft itself when MC doesn't know the channel is busy. Which means that, as soon as MC sends a lot of chunks, or chunk updates, through this one hogged channel, it slows down a lot. As long as MC doesn't use this particular Netty channel, everything is fast.
I might be wrong; I didn't even check if SVC uses netty. The only thing I can say is all our issues disappeared once the SVC plugin was removed from the server.

In contrast to Guntram Blohm, I am able to reproduce this issue locally on a completely vanilla server by using toxiproxy to simulate a bad network connection.
For server view distance 12:
At 100kb/s I am no longer able to login or travel from the nether to the overworld without timing out. (Both still working at 150kb/s).
Expected behavior: lowering the client view distance should reduce the amount of data sent from the server to the client, allowing players with slower connections to participate.

Can confirm this behavior on 1.18.1; unfortunately causes players on a bad internet connection to be completely unable to connect to our server making it unplayable. We are forced to lower our render distance to 10 to allow for these players to join. Like mentioned by others, the expected behavior would be that the server would only send the amount of data that the client is requesting instead of sending it all and telling the client to deal with it. This makes the game unplayable for those with low-end machines and lower-end internet connections.
Notably, PaperMC has fixed this issue previously in 1.17 and is working on porting it to 1.18, I don't know if this could help Mojang understand what the issue is and possibly fix it on their end as well. [See this GitHub issue|Possibly fix MC-228420 · Issue #7357 · PaperMC/Paper (github.com)].
Can confirm this behavior in 22w03a.
Can confirm in 1.18.2.
Can confirm in 21w11a.

I have this problem but it only seems to be with one specific portal. It happens to be one rebuilt where a broken nether portal spawned. My friend has an iffy wifi connection that I suspected was contributing to the problem. He falls right through the world until his character times out.
I've also noticed that I (Client on Host PC) experience some "drops" when I use the portal. As in, I hear myself hit the ground twice, as if I'm spawning in the air.
I tried clearing blocks around the portal, re-lighting the portal. No difference. All other portals seem safe, but this one is weird even for being on the same PC.
Edit: 1.18.2
Can confirm in 1.19 Pre-release 1.

Solution:
Most say its the internet connection, however for a player that had this issue on my server it turned out to be a bugged out chunk.
All you need to do is put the player into creative mode and /tphere him to the generally loaded chunk (In my case i used a server spawn)
Also make sure you load it beforehand.
After that your issue should be resolved 🙂
Version 1.17-1.18.2
Kind Regards,
ParadoX <3
Can confirm in 1.19.

I'm getting a similar, and possibly related, issue - Named mobs (especially) are dying with the message "Fell out of the world" when the chunk they're in is loaded. This makes me think entities are loading before the terrain is finished loading, and are thus falling into the void. This also implies it's not a network issue (as it's all happening server-side) but related to slow chunk loading.
Server Version: 1.18.2

Can confirm in 1.19.1 Pre-release 1.

<Possible Solution>
Playing a LAN world on a fine PC with my gf who's on a average laptop, she started falling through the map on the world join, getting TPed to the spawn point, her inventory not loading correctly and eventually getting kicked. The reason to that happened to be me wanting to have some fun exploring time and setting a render distance to 32, 48 and 64 chunks from time to time. As i'm a world host, it seems other players are trying to receive all that data which when paired with not the best wifi causes different errors like "Timeout" and "Your machine has ended the connection" and other inconveniences.
Can confirm in 1.19.1.

This issue is consistently solved with the mod "Fastload".
https://github.com/BumbleSoftware/Fastload
So obviously the issue here is that too many chunks are sendt to a client when it connects....

Happened to me in 1.19.11 too when I went through the first nether portal I made of the survival world I was playing on, my connection was unstable yet I was playing singleplayer.
Can confirm in 1.19.2.
Can confirm. Even with a 0ms connection (running the server off the same pc I'm playing on) I will fall through the world for at least 1.6 seconds after traveling dimensions or joining the server. Players with higher ping on the server experience it for longer.