mojira.dev

Andy Iwaszko

Assigned

No issues.

Reported

MCPE-15929 Respawn in new transport when travelling long distances at point of map or chunk borders Duplicate

Comments

This issue has occurred on a world my daughter and I have been working on for years. It affects current and any of the dozens of copies of backups loaded. Windows 10 version local world that has also been accessed via iOS version.

The background may give some insight.

  • Issue was not discovered for a very long time due to the size and expanse of explored areas. We might spend weeks developing an area in a remote biome and connecting it up to a massive rail network (40+ minute journey times).

  • Issue affects areas that have been visited in the past but a long time previously. Nothing exists from top to bottom of map in affected areas.

  • I have maps mounted on walls that were created prior to the issue occurring. Making new maps and visiting the affected areas creates a perfect match up between historically visited locations and now missing chunks. These maps are available to compare.

  • All other areas load normally, newly visited locations load fine.

We now leave our characters running from location to location in rail carts, completely paranoid that if we don’t visit a location for a period, the chunks will be deleted.

What is the point of having a game that is supposed to be extensively explored and to develop areas if those areas might just disappear one day, not to be discovered until you try and visit and load that area at some point in the future?

Seeing same behaviour as in MC-50821 in W10 v0.15.6. Have only experienced with tamed Ocelots teleporting into jungle leaves and cactus so have to plan any route very laboriously when with cats.

Sorry FVbico! Will do. (Two spawned in my jungle base just after posting - spooky!)

W10 version 0.15.6
Spend hours looking for a jungle biome then hours looking for a cat, tame it and then hope not to listen to it suffocate as you try and navigate back without it constantly teleporting, eventually into a leaf block...

Quick update, did return to location of original horse and it was still there, phew! This would support the idea that when the glitch occurs it seems to be loading an invalid, previously stored character location for that region along with a copy of the transport the character was riding when the data was stored. I had only passed that point once before and on the horse, whilst exploring thousands of blocks quite quickly. When glitching from the mule to a copy of the horse, it was the first time I'd returned to that location.

Still occurring with symptoms as detailed in 15929 and in 0.15.1 on W10 running with mulitplayer broadcast to LAN enabled but only a single W10 client playing on the host machine itself.

New behaviour. I was riding a mule about 1000 blocks away from a village base of mine. Next moment, I was aboard the first horse I had tamed and which had been back at the village base but now appeared at a location I'd ridden that horse before. A few blocks away from my new location was the now empty Mule (empty of me not cargo).

I have no idea if the horse is the actual horse 'teleported' (as it appeared wearing saddle and golden armour that I only have on that horse) or a copy of that horse reloaded from a previous character location save.

Will have to travel back 1000 odd blocks to find out and sadly it seems the teleported/copied horse got caught between a golem and zombie fighting so is no more in any case. 😞 Too busy looking for a jungle biome to care to check ATM.

Very annoying bug now if it means that items/mobs/characters can be randomly teleported to end up stuck thousands of blocks from where they were, only to then have to spend hours travelling back there to continue enjoying a game.

If you can't fix this bug, then enabling the facility to teleport characters and or mobs would at least mitigate the problem and associated frustrations.

Thanks, will try and refine my search text strings. Should I post comments like this to the master case in future?

The teleport from walking to a boat has only occurred once and when playing with two clients. The teleport destination was a boat that had previously been duplicated but I hadn't broken and stored. (I had previously destroyed all duplicated transports) It therefore appears to be following something similar to bed logic. The unbroken boat still remained as a valid position for my character in that chunk from the previous glitch point and as my daughter entered/left that chunk, something triggered/reported the spurious location as my actual location and teleported me. Does game logic/map data storage cope with potentially multiple character locations?

There is a definite pattern that can be replicated under given conditions when playing with a single person. The transport has always been duplicated at a specific relative position to the original transport in those cases and has always been the same transport as my character was already in.

I'm going to destroy all the duplicated transports and see if it changes the behaviour.

On my W10 hosted (PE and W10 clients) survival world, post 0.15 a lightning storm resulted in 10-14 skeleton horses appearing around a village base of mine. Watching from under cover it appeared they spawned at every lightning strike. Nice loot of arrows, bones and enchanted iron helmets but rather more occurrences than I'd expected. (Easy mode, Plains biome)