Player has to jump at least 8 blocks to trigger the advancement instead of 7.
To reproduce this, you just need to place 7 blocks on the ground in front of you and another block at Y=10 above your head to limit the jumping height. When you use a wind charge to jump 7 blocks high, the advancement won't trigger.
Attachments
Comments 5
Could you please provide a video showcasing the issue?
Just a reminder, to make your bug report as effective as possible, please try and include the following steps to reproduce the problem:
Steps to Reproduce:
1.
2.
3.Observed Results:
(Briefly describe what happens)Expected Results:
(Briefly describe what should happen)
The launch distance is measured starting at where the player was when they were hit by the explosion (NOT where the explosion was), and ending at where the player starts falling downwards. If you jump upwards 1 block, then use a wind charge to launch yourself 6 more blocks for 7 total, the game sees that as a 6 block launch.
In the video, you jumped slightly before you were launched by the wind charge, meaning part of the 7 blocks traveled was due to the jump, not the wind charge launch. The game saw a less than 7 block launch and didn't give you the advancement.
If you repeat the experiment by shooting a wind charge without jumping (you will need to lower gravity to get enough height), you will get the advancement:
Revoke the advancement by running
/advancement revoke @s only adventure/who_needs_rockets
Set your gravity to 0.01 by running
/attribute @s generic.gravity base set 0.01
Look straight down and shoot a wind charge without jumping.
Notice that you get the advancement after hitting the ceiling block.
This bug may still be valid because the advancement description and the changelog have different numbers, or because the mechanics of the advancement are unclear.
The in-game advancement description is correct. In
adventure/who_needs_rockets.json
, the advancement is granted after the player starts falling after being launched upwards 7 blocks.