| Type: | Bug | ||
| Reporter: | [Mod] Avoma | Assignee: | [Mojang] SHugoh |
| Resolution: | Fixed | Votes: | 117 |
| Labels: | mojang_internal_1 | ||
| Attachments: |
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| Confirmation Status: | Confirmed | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Entities
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| Mojang Priority: | Important | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Area: | Platform | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
The Bug:Fall damage is ignored for a couple of seconds when reloading into LAN or singleplayer worlds. Please note that multiplayer server worlds are not affected by this issue. Steps to Reproduce:
Observed Behavior:Fall damage is ignored for a couple of seconds when reloading into LAN or singleplayer worlds. Expected Behavior:Fall damage would not be ignored for a couple of seconds when reloading into LAN or singleplayer worlds. Code Analysis:Code analysis by Marcono1234 can be found in this comment. |
| Comments |
| Comment by qvu217720 [ 13/Apr/24 ] |
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Confrimed at 1.20.5 pre-release 1 |
| Comment by BigClog [ 21/Nov/23 ] |
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Can confirm in 1.20.2 |
| Comment by StrikeX2 [ 21/Nov/23 ] |
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Confirmed in 1.20.3 pre 1 |
| Comment by BigClog [ 21/Nov/23 ] |
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Can confirm in 1.20, 1.20.1 |
| Comment by Brain81505 [ 25/Oct/23 ] |
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Can confirm in 23w43a |
| Comment by JD MUSKA [ 17/Oct/23 ] |
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This happens on bedrock even Sometimes its just the sound delayed other times it could be 10 seconds or more of random fall damage. Painful when moving down a mountain and the fall damage happens all at once over multiple 4 blocks drops |
| Comment by AMGAMES04 [ 23/Aug/23 ] |
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Can confirm in 23w33a |
| Comment by Brain81505 [ 09/Aug/23 ] |
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Can confirm in 23w32a |
| Comment by NguyenFranky [ 08/Jun/23 ] |
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Can confirm in 1.20 |
| Comment by Brain81505 [ 01/Feb/23 ] |
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Can confirm in 23w06a |
| Comment by Brain81505 [ 25/Jan/23 ] |
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Can confirm in 23w04a |
| Comment by Brain81505 [ 18/Jan/23 ] |
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Can confirm in 23w03a |
| Comment by Tommy Gagnon [ 15/Apr/22 ] |
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confirm for 22w15a |
| Comment by MMK21 [ 28/Feb/22 ] |
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Affects 1.18.2 |
| Comment by MMK21 [ 10/Dec/21 ] |
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Affects 1.18.1 |
| Comment by Fabian Röling [ 04/Oct/21 ] |
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I can confirm that this does NOT happen with a Vanilla server that I just freshly set up. Interestingly, it did work many times on a server I play on that used to be on Bukkit 1.16.5 and still works now that it is on Fabric 1.17.1. |
| Comment by [Mod] Avoma [ 04/Oct/21 ] |
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Can confirm this in 21w39a. As stated above by myself, this issue appears to affect only multiplayer LAN worlds and singleplayer worlds. Multiplayer server worlds are not affected by this problem. Here are some extra details regarding this issue, The Bug: Fall damage is ignored for a couple of seconds when reloading into a LAN or singleplayer world. Please note that multiplayer server worlds are not affected by this issue. Steps to Reproduce:
Observed Behavior: Fall damage is ignored for a couple of seconds when reloading into a LAN or singleplayer world. Expected Behavior: Fall damage would not be ignored for a couple of seconds when reloading into a LAN or singleplayer world. Code Analysis: Code analysis by Marcono1234 can be found in this comment. |
| Comment by [Mod] Avoma [ 04/Oct/21 ] |
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In regards to the above comment, I've done some further investigating regarding this issue and it appears that this problem doesn't exist in multiplayer server worlds, but does exist in multiplayer LAN and singleplayer worlds. I'm not exactly sure why this is the case, but I've provided some attachments that demonstrate this behavior. MC-212 - Singleplayer Behavior.mp4 |
| Comment by Vilius [ 07/Jul/21 ] |
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Bug also applies to multiplayer in 1.17.1 |
| Comment by MMK21 [ 12/Jun/21 ] |
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Affects 1.17 |
| Comment by [Mod] Avoma [ 30/Apr/21 ] |
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Can confirm in 21w17a. |
| Comment by [Mod] Avoma [ 12/Apr/21 ] |
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Can confirm in 21w14a. |
| Comment by [Mod] Avoma [ 19/Mar/21 ] |
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Can confirm in 1.16.5 and 21w11a. |
| Comment by [Mod] Avoma [ 25/Feb/21 ] |
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Can confirm in 21w08b. |
| Comment by [Mod] Avoma [ 18/Feb/21 ] |
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Can confirm in 21w07a. |
| Comment by [Mod] Avoma [ 11/Feb/21 ] |
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Can confirm in 21w06a. |
| Comment by [Mod] Avoma [ 04/Feb/21 ] |
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Can confirm in 21w05b. |
| Comment by [Mod] Avoma [ 03/Feb/21 ] |
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Can confirm in 21w05a. |
| Comment by [Mod] Avoma [ 20/Jan/21 ] |
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Can confirm in 21w03a. Requesting ownership if the reporter no longer wants to update the ticket. |
| Comment by [Mod] Avoma [ 17/Jan/21 ] |
| Comment by [Mod] Avoma [ 20/Dec/20 ] |
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Can confirm in 20w51a. |
| Comment by [Mod] Avoma [ 02/Dec/20 ] |
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Can confirm in 20w49a. |
| Comment by [Mod] Avoma [ 26/Nov/20 ] |
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Can confirm in 20w48a. |
| Comment by [Mod] markderickson [ 02/Jul/20 ] |
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Hi there! Can confirm for 20w27a. |
| Comment by [Mod] markderickson [ 29/Jun/20 ] |
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Hi there! Can confirm for 1.16.1. |
| Comment by Conem [ 16/Jun/20 ] |
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Confirmed in 1.16-pre6. |
| Comment by Conem [ 12/Jun/20 ] |
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Confirmed in 1.16-pre5. |
| Comment by Conem [ 11/Jun/20 ] |
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Confirmed in 1.16-pre4. |
| Comment by Conem [ 10/Jun/20 ] |
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Confirmed in 1.16-pre3. Quite an old bug here. |
| Comment by Nicholas Ng [ 19/Apr/20 ] |
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Confirmed in 20w16a! |
| Comment by Bluecrab2 [ 15/Apr/20 ] |
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Confirmed in 20w15a, part of me doesn't want them to fix this bug because it has saved my life so many times lol |
| Comment by Guerau Garrigós [ 05/Dec/19 ] |
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Maybe it's that when you log out of a game the information of the fall is not saved and/or used when you log back in. So then the game registers it as a fall from that fall level. |
| Comment by Block twenty-eight [ 29/Mar/19 ] |
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Confirmed for 19w13b |
| Comment by Oval [ 19/Oct/18 ] |
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Confirmed for 1.13.2-pre2. |
| Comment by Kraif [ 24/Aug/18 ] |
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Confirmed for 1.13.1. |
| Comment by Block twenty-eight [ 16/Jun/18 ] |
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Confirmed for 1.13-pre2 |
| Comment by Block twenty-eight [ 04/Jun/18 ] |
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Confirmed for 1.13-pre1 |
| Comment by Block twenty-eight [ 29/May/18 ] |
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Confirmed for 18w22a |
| Comment by Block twenty-eight [ 19/Apr/18 ] |
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Affects 18w16a |
| Comment by Block twenty-eight [ 05/Apr/18 ] |
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Affects 18w14b |
| Comment by Block twenty-eight [ 05/Apr/18 ] |
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Confirmed for 18w14a |
| Comment by Block twenty-eight [ 28/Mar/18 ] |
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Confirmed for 18w11a |
| Comment by Greg Milson [ 27/Sep/17 ] |
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Confirmed in 1.12.2 |
| Comment by Block twenty-eight [ 27/Apr/17 ] |
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Confirmed for 17w17b |
| Comment by Block twenty-eight [ 25/Apr/17 ] |
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Confirmed for 17w16b |
| Comment by [Mod] Michael Wobst [ 31/Mar/17 ] |
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Block28 that's totally fine and helps a lot. |
| Comment by Block twenty-eight [ 31/Mar/17 ] |
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Confirmed for 17w13b (If a bug should not be confirmed for every version, I apologize) |
| Comment by Fabian Röling [ 20/Dec/16 ] |
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If you can see that, that's enough for one version. Many people have seen it before in other versions and there's not a big chance that it was fixed accidentally. |
| Comment by SunCat [ 30/Oct/16 ] |
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LoekTheKing, 16w43a is already in the list of affected versions |
| Comment by Loek van Vucht [ 30/Oct/16 ] |
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The bug is still there in 16w43a snapshot of 1.11. |
| Comment by Block twenty-eight [ 10/Sep/16 ] |
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Confirmed for 16w36a |
| Comment by null (Inactive) [ 23/Jun/16 ] |
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Confirmed for 1.10.2. |
| Comment by Fabian Röling [ 22/Jun/16 ] |
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Confirmed for 1.10.1. |
| Comment by Block twenty-eight [ 09/Jun/16 ] |
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Ok, did that, thanks for mentioning. And: Can confirm this bug for 1.10. |
| Comment by [Mod] Michael Wobst [ 09/Jun/16 ] |
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null: Block twenty-eight already explained it very well how to reproduce. Block twenty-eight: you can remove that "EDIT: Irrelevant as I misunderstood the ticket. I'm sorry for that." from your latest post, as you totally understood the issue, and explained very well on how to reproduce it. |
| Comment by null (Inactive) [ 08/Jun/16 ] |
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Still cannot reproduce in 1.10:
miwob Could you please provide a list of steps to reproduce? |
| Comment by [Mod] Ezekiel (ezfe) [ 08/Jun/16 ] |
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This issue is only currently present in single player, and as such I have reopened the ticket and edited it accordingly |
| Comment by [Mod] Michael Wobst [ 08/Jun/16 ] |
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No, it's not about multiplayer. Also it's still an issue in 1.10. So why exactly has this ticket been marked as fixed? |
| Comment by Kumasasa [ 06/May/16 ] |
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Block28: This ticket is about multiplayer, see the description. |
| Comment by Block twenty-eight [ 06/May/16 ] |
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At least I can still confirm it in Singpleplayer, however I didn't test it in Multiplayer. (Version 1.9.3 Pre-Release) |
| Comment by Kumasasa [ 06/May/16 ] |
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miwob, when you still can confirm this issue, please provide steps to reproduce. |
| Comment by null (Inactive) [ 05/May/16 ] |
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Cannot reproduce on 1.9.3-pre3...
Can anyone confirm? |
| Comment by [Mod] Michael Wobst [ 16/Mar/16 ] |
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No, it's not fixed at all in 1.9.1-pre3 |
| Comment by Kumasasa [ 16/Mar/16 ] |
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Can anyone confirm the fix in 1.9.1-pre3 ? |
| Comment by James (inactive) [ 15/Mar/16 ] |
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Appears to be fixed in 1.9.1-pre3. Testing results:
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| Comment by Marcono1234 [ 28/Feb/16 ] |
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Block28 In 1.8.9 VillagerGolems are not aggressive after reopening the world as well |
| Comment by Block twenty-eight [ 26/Feb/16 ] |
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I can still confirm this bug for the 1.9 Pre-Release 4. Maybe this is also the reason why Villager Golems aren't aggressive anymore after relogging (at least in Singleplayer). |
| Comment by [Mod] Michael Wobst [ 18/Feb/16 ] |
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Excellent work as always, Marcono1234. :thumbs up: |
| Comment by Marcono1234 [ 18/Feb/16 ] |
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Please link to this comment in the description of the report. The following is based on decompiled version of Minecraft 1.8 using MCP. All method and class names are the names used in the decompiled version. The way fall damage is handled while the respawn resistance is active is kind of strange. There are two requirements that have to be met to apply fall damage after the player logged in:
This seems not intended to me. To fix this the public boolean attackEntityFrom(DamageSource source, float amount) method of the net.minecraft.entity.player.EntityPlayerMP class needs to be modified. /** * Called when the entity is attacked. */ public boolean attackEntityFrom(DamageSource source, float amount) { if (this.func_180431_b(source)) { return false; } else { // Changed this //boolean var3 = this.mcServer.isDedicatedServer() && this.func_175400_cq() && "fall".equals(source.damageType); //if (!var3 && this.respawnInvulnerabilityTicks > 0 && source != DamageSource.outOfWorld) if (source != DamageSource.fall && source != DamageSource.outOfWorld && this.respawnInvulnerabilityTicks > 0) { return false; } else { //... } } } |
| Comment by [Mod] Michael Wobst [ 18/Feb/16 ] |
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Well, it works as expected in SMP, so there's inconsistency between SSP and SMP. Also as mentioned, if this was intended behavior, you could completely remove fall-damage from the game since you can cheat around with ease. i.e. fall-damage gets rendered completely meaningless. |
| Comment by Marcono1234 [ 17/Feb/16 ] |
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That is very likely caused by the resistance against all damage after logging in, see my comment |
| Comment by [Mod] Michael Wobst [ 17/Feb/16 ] |
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What test setup? It's explained very well in the description. Log out/exit just before you hit the ground. Log back in and you won't get any fall damage. |
| Comment by Marcono1234 [ 17/Feb/16 ] |
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miwob please describe your test setup |
| Comment by [Mod] redstonehelper [ 24/Dec/15 ] |
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People who have recently reproduced this: Please describe your test setup. |
| Comment by Marcono1234 [ 23/Dec/15 ] |
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Sorry for the confusion and please remove the note |
| Comment by Marcono1234 [ 23/Dec/15 ] |
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Cannot confirm for 15w51b To see that the fall damage is correct you can do this:
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| Comment by Marcono1234 [ 23/Dec/15 ] |
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| Comment by James (inactive) [ 22/Dec/15 ] |
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Confirmed for 1.8.9 and 15w51b. |
| Comment by Commander Sealand [ 02/Dec/15 ] |
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Confirmed for 15w49a |
| Comment by Commander Sealand [ 19/Nov/15 ] |
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Confirmed for 15w47b |
| Comment by Commander Sealand [ 18/Nov/15 ] |
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Confirmed for 15w47a |
| Comment by husky2490 [ 29/Jul/15 ] |
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Confirmed for Snapshot 15w31a |
| Comment by Dlawso the Really Lucky Rabbit [ 25/Nov/14 ] |
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Still in 1.8.1 |
| Comment by [Mod] Michael Wobst [ 29/Jul/14 ] |
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NOTE: this issue only appears in singleplayer. When playing in multiplayer, everything works as expected. |
| Comment by Jochem Kuijpers [ 06/Jul/14 ] |
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Still exists in 1.7.10 single player. In multiplayer, a player will fall to his death but in single player he will land without falldamage. |
| Comment by Brian van den Berg [ 29/Apr/14 ] |
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I think the current code rewrites are going to seperate certain kinds of damage and not into 1 category. It's just an guess, but that would make it possible to make invulnerability not count on fall damage. |
| Comment by Nicholas Chard [ 19/Dec/13 ] |
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I think that the 3 seconds of invulnerability needs to be kept, except for fall damage. Or have a very large invisible health shield upon login, which would only be ignored by fall damage. |
| Comment by Pizzacheese4 [ 01/Jul/13 ] |
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@ezekielelin |
| Comment by Tails [ 25/Jun/13 ] |
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Reopened as this is still an issue in 1.6 Singeplayer. |
| Comment by Pizzacheese4 [ 25/Jun/13 ] |
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I think a good fix would be to give you invulnerability only if you are on the ground, but if you were in the air, you dont get it. Just an idea, dont get mad if it is a bad one. also, this bug applies to singleplayer in 1.5.2, too |
| Comment by WolfieMario [ 17/Mar/13 ] |
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Does this mean you no longer get invulnerability upon login? Because the 2-5 seconds it takes to load a server texture would become brutal. I hope this fix only applies to fall damage. |
| Comment by [Mojang] Grum (Erik Broes) [ 25/Oct/12 ] |
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No, the data is stored and loaded correctly, the only reason you do not get damage is because you get 3 seconds of invulnerability when you login. I spend a good 45 minutes with a debugger jumping of a pole seeing what happened |
| Comment by [Mod] Michael Wobst [ 25/Oct/12 ] |
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Yes, that is the point. Falldamage gets re-calculated after logging out/logging in. So if you logg out if you're three or four blocks above the ground, you won't get any fall damage at all when logging back in! Not sure if Grum misunderstood this issue. |
| Comment by SinZ [ 25/Oct/12 ] |
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Grum, the bug is that fall-damage gets re-calculated when you login. |
| Comment by [Mojang] Grum (Erik Broes) [ 24/Oct/12 ] |
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Falldamage can occur on a remote server with pvp turned on. |
| Comment by richard williamson [ 24/Oct/12 ] |
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mattabase has reported this on his stream as well |