[MC-1644] Players and mobs do not die from great heights in shallow water Created: 01/Nov/12  Updated: 17/Nov/24  Resolved: 29/Jul/14

Status: Resolved
Project: Minecraft: Java Edition
Component/s: None
Affects Version/s: Minecraft 1.4.3, Minecraft 1.4.5, Minecraft 1.4.6, Minecraft 1.4.7, Snapshot 13w02b, Snapshot 13w09a, Snapshot 13w09b, Minecraft 1.5, Minecraft 1.5.1, Minecraft 1.5.2, Snapshot 13w19a, Snapshot 13w21a, Snapshot 13w21b, Snapshot 13w22a, Minecraft 1.6.1, Minecraft 1.6.2, Minecraft 1.7.4, Minecraft 14w02c, Minecraft 14w03b, Minecraft 14w04a, Minecraft 14w04b
Fix Version/s: None

Type: Bug
Reporter: Johann-Lukas Assignee: [Mojang] Searge (Michael Stoyke)
Resolution: Works As Intended Votes: 49
Labels: None

Issue Links:
Duplicate
is duplicated by MC-2233 1.4.3pre completely removed fall dama... Resolved
is duplicated by MC-2543 1 deep water negates fall damage from... Resolved
is duplicated by MC-2575 Shallow water to offset the damage Resolved
is duplicated by MC-2707 No fall damage taken when landing in ... Resolved
is duplicated by MC-3094 Witch Fall Damage in 1 High Flowing W... Resolved
is duplicated by MC-3096 Fall into one deep water block, no da... Resolved
is duplicated by MC-4063 No Fall Damage In Shallow water Resolved
is duplicated by MC-4100 Spiders don't get falldamage. Resolved
CHK:
Confirmation Status: Confirmed

 Description   

The inconsistent fall damage when falling from certain heights into water was fixed. however, you now never die when you fall in water, even when you fall 100m in a half a block deep water ( fence below water)
that's not only weird, but also brakes many current mobtraps which rely on mobs dying when they drop onto water above fences which carries the drops away. could be easily fixed by instead of resetting the fall height to zero, it cuts it in half and subtracts 5 or so, so the higher you fall, the deeper the water has to be to completly stop it.



 Comments   
Comment by Minecraft386882 [ 17/Nov/24 ]

I think players should be able to survive falling into 1 block of water, so that they can water bucket clutch, but they should take some damage if they fall into anything less than 1 block of water (eg. A waterlogged bottom slab)

Comment by Dlawso the Really Lucky Rabbit [ 29/Jul/14 ]

I would like to thank Searge for pointing out that this is intentional and will not be changed.

Comment by Markku [ 03/Jun/14 ]

@Blah
In another issue someone from the MC wiki already stated that the wiki documents observed features and behavior, not intended ones. In the rare cases that the official intended way is known, it is noted separately.

That is, MC wiki can not be used as the backing source for WAIs. Better look for the developer tweets or Minecon videos or such.

Comment by Mustek [ 02/Jun/14 ]

Not closing the issue without official response from Mojang though.

Comment by Dlawso the Really Lucky Rabbit [ 02/Jun/14 ]

The comment by Synchunk is correct. This is INDEED a WAI.

While not an official source, the MC Wiki states that "as of 1.4.3 Pre-release, one-block-high shallow water is sufficient to prevent damage."

Comment by Anonymous User [ 23/Mar/14 ]

using a quick drop with signs, you can survive 499 blocks with full health but die at 500 blocks.

Comment by Deleted account [ 25/Jan/14 ]

I'm almost 100% sure this is intended, I remember reading this somewhere. Can't find it in any changelogs though.

Comment by Chip Seraphine [ 24/Jan/14 ]

Yes, this is absolutely still happening.

Cam someone from Mojang either say "Yes, we'll fix it" or "No, you are no longer supposed to take falling damage if you hit shallow water"? I've got users on my server (including myself!) who still ask about this regularly, since they don't want to trash and rebuild big mob grinders while there is an open bug.

Comment by [Mod] Ezekiel (ezfe) [ 22/Jan/14 ]

Is this still a concern in the latest Minecraft version 14w03b? If so, please update the affected versions in order to best aid Mojang ensuring bugs are still valid in the latest releases/pre-releases.

Comment by Null [ 26/Nov/13 ]

This event is clearly a bug, with many votes against... also, if this is not a bug... it is not reopened

Comment by Chip Seraphine [ 23/Nov/13 ]

By which you mean you've gotten used to the bug, and it would break your stuff if the behavior went back to the old way.

I'm OK with that. I've got some old grinders that have been shut down for ages, but I don't want to remodel them because I don't know when/if the behavior will revert. I'd love to see this fixed, but if we can't get it fixed then I'd like for Mojang to close it as a WONTFIX and we can move on with our lives.

Comment by Matthew Schulz [ 23/Nov/13 ]

This is works as intended.

Comment by Null [ 22/Oct/13 ]

Confirmed!... also affect versions 1.6.4 and Pre-release 1.7. Can you update it in the report?. Thank! . I hate this bug v.v

Comment by Markku [ 15/Oct/13 ]

@Philo Wintercoat
Actually, if the falling mechanics would get changed, the proper thing to base the damage on is the acceleration, not momentum. Acceleration is quite easy to calculate; all the values are already there in the code. This would automatically take care of collisions between two moving objects (whether they move the same or opposite directions), falling to slopes, falling to water, splatting into walls sideways, whether living entity is the one moving and stopping or something else moves into a non-moving living entity and makes it move, etc.

Hmm... coming to think of it, I'm not sure if the masses of things exist in the code, that would be needed for collisions between two moving/movable things. Without masses, only collisions between moving and fixed & hard things can be handled properly.

But, that all is a "feature request". This issue already has a bit crude example fix, and can be fixed (or at least improved) without getting into changing mechanics.

Comment by Philo Wintercoat [ 12/Oct/13 ]

This is another case of a feature being implemented then later removed without explanation.
It would be nice to see this fixed again by having fall damage be calculated by momentum, not distance.

Comment by Marios [ 10/Sep/13 ]

o_O I'm pretty sure that because Mojang couldn't fix (or didn't wanna waste time on) the inconsistency in fall damage on water they officially said (Jeb or Dinnerbone via twitter?) that water will prevent fall damage no matter what the fall height.

Comment by GoodKingFilms [ 24/Jul/13 ]

Could a Mod please update the afeccted versions to 1.6/1.6.1/1.6.2. Thank you.

Comment by Chip Seraphine [ 17/Jul/13 ]

Actually, there is quite a bit of it-- the bug has been marked 'confirmed' and is a regression. Usually such bugs are fixed in short order, although this one seems to have remarkable staying power. I've seen a lot of grinder-owners build new (additional) ones, of course, especially with hoppers.

It would be good to see this fixed before too many players produce creations that depend on falling safely into thin water.

Comment by John Distler [ 15/Jul/13 ]

Confirmed in 1.6.2

Comment by John Distler [ 15/Jul/13 ]

@Chip Seraphine

I don't think many people who built a mob grinder that depends on this bug not existing before 1.4.3 wouldn't fix their mob grinder to accompany this bug after a year of this bug not getting fixed, unless they gave quit playing Minecraft.

Comment by Chip Seraphine [ 22/Jun/13 ]

No worries, John. When it gets fixed you'll know it, because everyone who built a grinder before this bug started in 1.4 will be having a Joy Parade since their stuff works again.

Comment by John Distler [ 20/Jun/13 ]

When this gets fixed, it needs to be publicized like crazy! Right now, people are accustomed to the water-fall safety this bug provides. If it isn't publicly known when it is fixed, so many people will die.

Comment by Yoann Petremann [ 30/May/13 ]

Affect 13w22a

Comment by [Helper] clam lol [ 30/May/13 ]

having fall damage depend on velocity would also stop players from taking huge amounts of damage when fly mode is enabled in survival. Because frankly, having to swoop down to collect items off the ground while being extra careful not to touch it is just annoying.

Comment by [Mod] Torabi [ 30/May/13 ]

Changing falling damage to be based on velocity would also fix issues where falling damage is applied inappropriately or accumulates over time, such as MC-881 and MC-14167.

Comment by Markku [ 28/May/13 ]

Yes, while trying to make those fixes of mine, I noticed that it would have been a lot easier if the fall damage was based on velocity. (Or more correctly, on the massive acceleration at the sudden stop, as that would handle even the realistic case of getting damage from falling into water from too great heights, though I can already hear the cries against that). However, making such changes seemed to propagate quite quickly to too many places for me to provide the fixes for here in comments, and such change also changes game mechanics, so it would be feature request, quickly blocked in here (and unfortunately never getting anywhere in the semi-official place for suggestions).

So, lets keep it at the small/easy fix-it-only level in here, and wait. Then wait a lot more.

Comment by Yoann Petremann [ 28/May/13 ]

You really should make velocity dependent fall damage.
Pfaeff makes a proposition here :
http://www.minecraftforum.net/topic/193506-fall-damage-calculation-with-solution/
It would be realistic and water could really serve to the same thing, making our velocity lower, and get less damage (or none)

Comment by John Distler [ 27/May/13 ]

This is a bug? I thought it was a feature to make our lives easier! LOL XD

Comment by Markku [ 28/Feb/13 ]

Affects 13w09b.

Comment by Markku [ 15/Jan/13 ]

Solution was too simple, although I don't like it personally, it is too much of "kludge". But it works and does make sense.

Existing code has

Entity.handleWaterMovement()
...
if (this.worldObj.handleMaterialAcceleration(...) {
    ...
    this.fallDistance = 0;
    ...
}
...

Fix
Consider this piece of code as just a proof of concept; I think parts of it could be done in better ways. The test for water above might be unnecessary, but I did notice once during earlier tests that it seemed it slipped through the first layer of water without detection, so it is a sort of backup.

Entity.handleWaterMovement()
...
if (this.worldObj.handleMaterialAcceleration(...) {
    ...
    if (this.fallDistance > 3.0F) {
        int blockId;
        blockId = this.worldObj.getBlockId(MathHelper.floor_double(this.posX), MathHelper.floor_double(this.boundingBox.minY) - 1, MathHelper.floor_double(this.posZ));
        if (blockId == Block.waterStill.blockID || blockId == Block.waterMoving.blockID) {
            this.fallDistance = 0;
        } else {
            blockId = this.worldObj.getBlockId(MathHelper.floor_double(this.posX), MathHelper.floor_double(this.boundingBox.minY) + 1, MathHelper.floor_double(this.posZ));
            if (blockId == Block.waterStill.blockID || blockId == Block.waterMoving.blockID) {
                this.fallDistance = 0;
            } else {
                this.fallDistance = this.fallDistance - 1.0F;
            }
        }
    } else {
        this.fallDistance = 0;
    }
    ...
}
...

Basically, it checks whether there is more water below or above, and simply clips falling distance to zero in such case. For shallow water, it only reduces the falling distance a bit (in the above example, by only 1 for my easier testing, and, well, a little bit more realism). Also, if the falling distance is already low enough, it clips it to zero.

I tested by jumping from about 7, 16, and 25 blocks above the water surface, into flowing layer of water, and into two blocks of water (source on top, flowing down one block). As expected, death only occurred when coming down from 25 to shallow, and damage occurred from lower height to shallow. From very low heights or to deeper water prevented all damage.

Consider the "fix" above a solution, not necessarily a good one.

Comment by Markku [ 15/Jan/13 ]

The current code (1.4.7) indeed resets fall distance to zero as soon as it detects even a single tick of wet feet.

I tried different tricks to make it reduce damage in a way that would both reduce/prevent damage in deep enough water, and allow deadly damage with high enough drop to shallow enough water, but the way the physics works in Minecraft (really awkwardly) for falling and in water, I couldn't figure out a way to do it without a bit larger changes.

And if I'd go for larger changes, I'd just redesign the physics to work more naturally, which would make the problem much easier to solve.

Comment by Chip Seraphine [ 11/Jan/13 ]

This is a particularly infuriating bug as it as broken several grinders and PVP traps on servers I play on. I believe it should be given a hight priority, as it is a regression and greatly impacts gameplay.

Comment by nickyjefferz [ 09/Dec/12 ]

very annoying, also makes jumping off mountains too easy.

Comment by Tails [ 03/Dec/12 ]

Confirmed in 1.4.5. Adjusted the title.

Comment by mike loeven [ 02/Dec/12 ]

this needs to be fixed and due to the serious damage to existing in game traps this should be upgraded to major or showstopper

@Mead Regardless of whether or not this is in the change log it is still a bug because it breaks things just like ladder changes and other game play changes there can be unintended side effects and it us the duty of the development team to weight the benefits and disadvantages of these changes and when issues arise from the changes THEY ARE BUGS and it is not yours or the mod teams place to close a topic that indicates problems caused by a mechanic change. please stop disregarding valid issues and shunting them to the forums as feature requests because it makes both the mod team and development team LOOK BAD as it seems like a TLDR we dont care statement

Comment by Dick Faggotson [ 21/Nov/12 ]

Fix this please, breaks all ma shit

Comment by Tom Mate [ 21/Nov/12 ]

confirm

Comment by XeLaNoiD [ 16/Nov/12 ]

Version 1.4.4 is affected by this bug too.

Comment by Meta [ 05/Nov/12 ]

Before 1.4.3 you got no falling damage when falling in water wich is >= 2 blocks deep

Comment by ANBO Motohiko [ 03/Nov/12 ]

This is not feature request. This issue points out a feature change between 1.4.2 and 1.4.3pre. Before 1.4.2, water only reduces some of falling damages, not 'all'.

Comment by Mead [ 03/Nov/12 ]

This tracker is for bugs, not feature requests. Please see http://minecraftforum.net to post and talk about what you would like to see added or changed.

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