mojira.dev
MCPE-156578

Falling through a block of water sometimes does not reset fall distance/damage

H4. Steps to reproduce

  1. Open

[media]
  1. Step down onto the red nether brick.

  2. Step into the chute.

  3. Respawn

  4. Step onto the diamond block.

  5. Step into the chute.

Expected result

The water near the bottom of the chute slows you every time.

Observed result

The water near the bottom of the chute slows you when you step off the diamond block, but not when you step off the red nether brick block. (The reason why is explained in the comment below.)


First i walk in to me mine and i got water under it and it only 2 blocks high so i lost 30 levels so rip but can this bug be fix or 

 

 

 

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Comments

GoldenHelmet

The setup shown in

[media]

is not reliable because you are falling too fast for the game to consistently register you being in the water before you hit the ground. When you fall from very high you end up moving faster than 1 block/game tick, so the game has you above the water on one tick and below the water on the next tick. To make the setup reliable you can add more water, or put the water at the bottom so that you actually land in it.

The number of continuous blocks of water you would need suspended in the shaft to cancel falling can be calculated using a tool like https://www.omnicalculator.com/physics/free-fall
In this particular case, you are falling from Y 88 to Y 11, so 77 meters, and that means your velocity on impact is 38.86 m/s.
https://www.omnicalculator.com/physics/free-fall?c=USD&v=g:9.80665!mps2!l,v_0:0!ms,h:77!m

(38.86 m/s) / (20 ticks/s) = 1.943 m / tick. That means you need 2 blocks of water to guarantee that the game registers you hitting the water before the ground.

Likewise, a single, suspended block of water will only 100% guarantee not taking fall damage from a height of 20 blocks or less.

All that said, I am not sure it's a bug that the game only analyzes your trajectory for impact point, and not to determine what you pass through on the way down. Maybe it's a design limitation and a feature request to put it in?

GoldenHelmet

Turns out this issue was already reported at MCPE-152485

migrated

(Unassigned)

Confirmed

Multiple

Mc V 1.18.33 / switch v 14.1.1

1.18.33 Hotfix, 1.14.0.51 Beta, 1.14.0.50 Beta, 1.18.31

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