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Bug
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Resolution: Duplicate
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None
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1.16.3, 1.16.4 Pre-release 2, 1.16.4, 20w45a, 20w46a, 20w48a, 20w49a, 20w51a, 21w03a, 1.16.5, 21w05b, 21w06a, 21w08b, 21w11a, 21w15a, 1.18.1, 1.19
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None
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Community Consensus
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Entities
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Low
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Gameplay
The Bug:
When a living entity is falling next to a berry bush and a cobweb, the block that has the higher position in certain axes will be the one to change the velocity multiplier. This can cause an entity to fall quicker thru a cobweb than it normally should. The block that has the slower velocity multiplier should take priority rather than by position. Watch video for a better example than the setup below.
Steps:
1) Create a world.
2) Create the following setup:
3) Fall on the different sides to see how the velocity differs.
Code analysis:
Using Yarn mapping 1.16.3:
In the CobwebBlock, it used the entity.slowMovement method.
public void onEntityCollision(BlockState state, World world, BlockPos pos, Entity entity) { entity.slowMovement(state, new Vec3d(0.25, 0.05f, 0.25)); }
In the SweetBerryBushBlock, it uses the same thing.
public void onEntityCollision(BlockState state, World world, BlockPos pos, Entity entity) { //removed code entity.slowMovement(state, new Vec3d(0.8f, 0.75, 0.8f)); //removed code }
As they are both using the same call, the one that is called last will change the velocity.
Video:
- duplicates
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MC-262496 Slowdown from Cobwebs / Sweet Berry Bushes / Powder Snow has directional priority
- Open