Description:
In beta 26.0.27, a change in fluid interaction logic has inadvertently broken a core community design: fall-damage mob processors that rely on waterlogged blocks (e.g., waterlogged chests, enchanting tables, lecterns). Previously, entities falling onto these blocks would only receive partial water interaction (e.g., fire extinguishing) while still taking fall damage, as the thin water layer did not fully trigger the “in water” state that negates fall damage. Now, any contact with even a minimal water volume (1-2 pixels) appears to immediately flag the entity as “in water,” completely canceling all fall damage. This renders many efficient mob farms and grinders non-functional.
How to Reproduce:
Build a vertical drop chute (e.g., 20+ blocks high) ending in a waterlogged block like a chest, enchanting table, or lectern.
Drop a mob (e.g., zombie, cow) down the chute onto the waterlogged block.
Observe the mob’s health and state upon impact.
Observed Result:
The mob lands on the waterlogged block, shows water interaction particles, and may be extinguished if on fire.
The mob takes zero fall damage upon impact, surviving the drop unharmed.
This behavior is new to beta 26.0.27 and directly contradicts the expected function of fall-damage-based mob processors.
Expected Result:
Mobs falling onto waterlogged blocks with minimal water exposure should still take full or partial fall damage, as the water layer is too shallow to provide complete buoyancy or collision buffering.
Additional Notes:
This bug is directly linked to the fluid physics regression reported in MCPE-234769 (water flow force failing on shallow surfaces). Both issues stem from the same underlying change: the criteria for triggering “in water” status now incorrectly activate with minimal fluid contact. This has severe consequences for Bedrock Edition’s technical community, invalidating years of optimized farm designs. Restoring the previous fall-damage logic for shallow water layers is critical for gameplay consistency and farm viability.
Urgency:
This should be treated as a high-priority regression, as it fundamentally breaks a widely used game mechanic and community infrastructure.
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