<!-- 
RSS generated by JIRA (9.12.2#9120002-sha1:301bf498dd45d800842af0b84230f1bb58606c13) at Sun Jan 12 11:55:09 UTC 2025

It is possible to restrict the fields that are returned in this document by specifying the 'field' parameter in your request.
For example, to request only the issue key and summary append 'field=key&field=summary' to the URL of your request.
-->
<rss version="0.92" >
<channel>
    <title>Mojang Studios Jira</title>
    <link>https://bugs.mojang.com</link>
    <description>This file is an XML representation of an issue</description>
    <language>en</language>    <build-info>
        <version>9.12.2</version>
        <build-number>9120002</build-number>
        <build-date>10-01-2024</build-date>
    </build-info>


<item>
            <title>[MC-1644] Players and mobs do not die from great heights in shallow water</title>
                <link>https://bugs.mojang.com/browse/MC-1644</link>
                <project id="10400" key="MC">Minecraft: Java Edition</project>
                    <description>&lt;p&gt;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)&lt;br/&gt;
that&apos;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.&lt;/p&gt;</description>
                <environment></environment>
        <key id="13000">MC-1644</key>
            <summary>Players and mobs do not die from great heights in shallow water</summary>
                <type id="1" iconUrl="https://bugs.mojang.com/secure/viewavatar?size=xsmall&amp;avatarId=18903&amp;avatarType=issuetype">Bug</type>
                                    <status id="5" iconUrl="https://bugs.mojang.com/images/icons/statuses/resolved.png" description="A resolution has been taken, and it is awaiting verification by reporter. From here issues are either reopened, or are closed.">Resolved</status>
                    <statusCategory id="3" key="done" colorName="success"/>
                                    <resolution id="6">Works As Intended</resolution>
                                        <assignee username="searge">[Mojang] Searge (Michael Stoyke)</assignee>
                                    <reporter username="jeb_">Johann-Lukas</reporter>
                        <labels>
                    </labels>
                <created>Thu, 1 Nov 2012 17:54:22 +0100</created>
                <updated>Sun, 17 Nov 2024 10:22:37 +0100</updated>
                            <resolved>Tue, 29 Jul 2014 14:44:49 +0200</resolved>
                                    <version>Minecraft 1.4.3</version>
                    <version>Minecraft 1.4.5</version>
                    <version>Minecraft 1.4.6</version>
                    <version>Minecraft 1.4.7</version>
                    <version>Snapshot 13w02b</version>
                    <version>Snapshot 13w09a</version>
                    <version>Snapshot 13w09b</version>
                    <version>Minecraft 1.5</version>
                    <version>Minecraft 1.5.1</version>
                    <version>Minecraft 1.5.2</version>
                    <version>Snapshot 13w19a</version>
                    <version>Snapshot 13w21a</version>
                    <version>Snapshot 13w21b</version>
                    <version>Snapshot 13w22a</version>
                    <version>Minecraft 1.6.1</version>
                    <version>Minecraft 1.6.2</version>
                    <version>Minecraft 1.7.4</version>
                    <version>Minecraft 14w02c</version>
                    <version>Minecraft 14w03b</version>
                    <version>Minecraft 14w04a</version>
                    <version>Minecraft 14w04b</version>
                                                                        <votes>49</votes>
                                    <watches>15</watches>
                                                                            <comments>
                            <comment id="1366088" author="JIRAUSER771920" created="Sun, 17 Nov 2024 10:22:37 +0100"  >&lt;p&gt;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)&lt;/p&gt;</comment>
                            <comment id="181484" author="themeaningofblah" created="Tue, 29 Jul 2014 17:15:21 +0200"  >&lt;p&gt;I would like to thank Searge for pointing out that this is intentional and will not be changed.&lt;/p&gt;</comment>
                            <comment id="161468" author="bugi74" created="Tue, 3 Jun 2014 08:01:16 +0200"  >&lt;p&gt;@Blah&lt;br/&gt;
In another issue someone from the MC wiki already stated that the wiki documents &lt;em&gt;observed&lt;/em&gt; features and behavior, not intended ones. In the rare cases that the official intended way is known, it is noted separately.&lt;/p&gt;

&lt;p&gt;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.&lt;/p&gt;</comment>
                            <comment id="161400" author="mustek" created="Mon, 2 Jun 2014 21:20:08 +0200"  >&lt;p&gt;Not closing the issue without official response from Mojang though.&lt;/p&gt;</comment>
                            <comment id="161398" author="themeaningofblah" created="Mon, 2 Jun 2014 21:18:46 +0200"  >&lt;p&gt;The comment by Synchunk is correct. This is INDEED a WAI.&lt;/p&gt;

&lt;p&gt;While not an official source, the MC Wiki states that &quot;as of 1.4.3 Pre-release, one-block-high shallow water is sufficient to prevent damage.&quot;&lt;/p&gt;
</comment>
                            <comment id="148618" author="minecrafter104" created="Sun, 23 Mar 2014 06:53:45 +0100"  >&lt;p&gt;using a quick drop with signs, you can survive 499 blocks with full health but die at 500 blocks.&lt;/p&gt;</comment>
                            <comment id="135102" author="jar_" created="Sat, 25 Jan 2014 16:40:01 +0100"  >&lt;p&gt;I&apos;m almost 100% sure this is intended, I remember reading this somewhere. Can&apos;t find it in any changelogs though.&lt;/p&gt;</comment>
                            <comment id="134248" author="cseraphi" created="Fri, 24 Jan 2014 02:07:43 +0100"  >&lt;p&gt;Yes, this is absolutely still happening.&lt;/p&gt;

&lt;p&gt;Cam someone from Mojang either say &quot;Yes, we&apos;ll fix it&quot; or &quot;No, you are no longer supposed to take falling damage if you hit shallow water&quot;?  I&apos;ve got users on my server (including myself!) who still ask about this regularly, since they don&apos;t want to trash and rebuild big mob grinders while there is an open bug.&lt;/p&gt;</comment>
                            <comment id="133571" author="ezekielelin" created="Wed, 22 Jan 2014 17:00:24 +0100"  >&lt;p&gt;Is this still a concern in the latest Minecraft version &lt;b&gt;14w03b&lt;/b&gt;? If so, please update the affected versions in order to best aid Mojang ensuring bugs are still valid in the latest releases/pre-releases.&lt;/p&gt;</comment>
                            <comment id="121344" author="trem" created="Tue, 26 Nov 2013 15:39:00 +0100"  >&lt;p&gt;This event is clearly a bug, with many votes against... also, if this is not a bug... it is not reopened &lt;img class=&quot;emoticon&quot; src=&quot;https://bugs.mojang.com/images/icons/emoticons/wink.png&quot; height=&quot;16&quot; width=&quot;16&quot; align=&quot;absmiddle&quot; alt=&quot;&quot; border=&quot;0&quot;/&gt;&lt;/p&gt;</comment>
                            <comment id="120803" author="cseraphi" created="Sat, 23 Nov 2013 17:48:02 +0100"  >&lt;p&gt;By which you mean you&apos;ve gotten used to the bug, and it would break your stuff if the behavior went back to the old way.&lt;/p&gt;

&lt;p&gt;I&apos;m OK with that.  I&apos;ve got some old grinders that have been shut down for ages, but I don&apos;t want to remodel them because I don&apos;t know when/if the behavior will revert.  I&apos;d love to see this fixed, but if we can&apos;t get it fixed then I&apos;d like for Mojang to close it as a WONTFIX and we can move on with our lives.&lt;/p&gt;</comment>
                            <comment id="120761" author="bubby3" created="Sat, 23 Nov 2013 14:52:10 +0100"  >&lt;p&gt;This is works as intended.&lt;/p&gt;</comment>
                            <comment id="113977" author="trem" created="Wed, 23 Oct 2013 01:22:27 +0200"  >&lt;p&gt;Confirmed!... also affect versions 1.6.4 and Pre-release 1.7. Can you update it in the report?. Thank! &lt;img class=&quot;emoticon&quot; src=&quot;https://bugs.mojang.com/images/icons/emoticons/smile.png&quot; height=&quot;16&quot; width=&quot;16&quot; align=&quot;absmiddle&quot; alt=&quot;&quot; border=&quot;0&quot;/&gt;. I hate this bug v.v&lt;/p&gt;</comment>
                            <comment id="111704" author="bugi74" created="Tue, 15 Oct 2013 09:19:59 +0200"  >&lt;p&gt;@Philo Wintercoat&lt;br/&gt;
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.&lt;/p&gt;

&lt;p&gt;Hmm... coming to think of it, I&apos;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 &amp;amp; hard things can be handled properly.&lt;/p&gt;

&lt;p&gt;But, that all is a &quot;feature request&quot;. This issue already has a bit crude example fix, and can be fixed (or at least improved) without getting into changing mechanics.&lt;/p&gt;</comment>
                            <comment id="110938" author="rancore202" created="Sat, 12 Oct 2013 04:44:24 +0200"  >&lt;p&gt;This is another case of a feature being implemented then later removed without explanation.&lt;br/&gt;
It would be nice to see this fixed again by having fall damage be calculated by momentum, not distance.&lt;/p&gt;</comment>
                            <comment id="102135" author="purple" created="Tue, 10 Sep 2013 17:32:10 +0200"  >&lt;p&gt;o_O I&apos;m pretty sure that because Mojang couldn&apos;t fix (or didn&apos;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.&lt;/p&gt;</comment>
                            <comment id="94191" author="goodkingfilms" created="Thu, 25 Jul 2013 01:21:11 +0200"  >&lt;p&gt;Could a Mod please update the afeccted versions to 1.6/1.6.1/1.6.2. Thank you.&lt;/p&gt;</comment>
                            <comment id="92140" author="cseraphi" created="Wed, 17 Jul 2013 03:47:59 +0200"  >&lt;p&gt;Actually, there is quite a bit of it-- the bug has been marked &apos;confirmed&apos; and is a regression. Usually such bugs are fixed in short order, although this one seems to have remarkable staying power.   I&apos;ve seen a lot of grinder-owners build new (additional) ones, of course, especially with hoppers.&lt;/p&gt;

&lt;p&gt;It would be good to see this fixed before too many players produce creations that depend on falling safely into thin water.&lt;/p&gt;</comment>
                            <comment id="91682" author="deepicness12345" created="Mon, 15 Jul 2013 23:21:32 +0200"  >&lt;p&gt;Confirmed in 1.6.2&lt;/p&gt;</comment>
                            <comment id="91680" author="deepicness12345" created="Mon, 15 Jul 2013 23:20:25 +0200"  >&lt;p&gt;@Chip Seraphine&lt;/p&gt;

&lt;p&gt;I don&apos;t think many people who built a mob grinder that depends on this bug not existing before 1.4.3 wouldn&apos;t fix their mob grinder to accompany this bug after a year of this bug not getting fixed, unless they gave quit playing Minecraft.&lt;/p&gt;</comment>
                            <comment id="76112" author="cseraphi" created="Sat, 22 Jun 2013 05:23:29 +0200"  >&lt;p&gt;No worries, John.  When it gets fixed you&apos;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.&lt;/p&gt;</comment>
                            <comment id="75785" author="deepicness12345" created="Fri, 21 Jun 2013 00:17:30 +0200"  >&lt;p&gt;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&apos;t publicly known when it is fixed, so many people will die.&lt;/p&gt;</comment>
                            <comment id="70020" author="ypetremann" created="Fri, 31 May 2013 01:54:58 +0200"  >&lt;p&gt;Affect 13w22a&lt;/p&gt;</comment>
                            <comment id="70019" author="clamlol" created="Fri, 31 May 2013 01:48:42 +0200"  >&lt;p&gt;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.&lt;/p&gt;</comment>
                            <comment id="69947" author="torabi" created="Thu, 30 May 2013 22:04:52 +0200"  >&lt;p&gt;Changing falling damage to be based on velocity would also fix issues where falling damage is applied inappropriately or accumulates over time, such as &lt;a href=&quot;https://bugs.mojang.com/browse/MC-881&quot; title=&quot;Boat inflicts fall damage if it runs aground in some fashion (Slabs, Mobs, Soul Sand)&quot; class=&quot;issue-link&quot; data-issue-key=&quot;MC-881&quot;&gt;&lt;del&gt;MC-881&lt;/del&gt;&lt;/a&gt; and &lt;a href=&quot;https://bugs.mojang.com/browse/MC-14167&quot; title=&quot;Mobs build up fall damage when dangling on a lead&quot; class=&quot;issue-link&quot; data-issue-key=&quot;MC-14167&quot;&gt;&lt;del&gt;MC-14167&lt;/del&gt;&lt;/a&gt;.&lt;/p&gt;</comment>
                            <comment id="69500" author="bugi74" created="Tue, 28 May 2013 18:25:09 +0200"  >&lt;p&gt;Yes, while trying to make those fixes of mine, I noticed that it would have been a &lt;em&gt;lot&lt;/em&gt; 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).&lt;/p&gt;

&lt;p&gt;So, lets keep it at the small/easy fix-it-only level in here, and wait. Then wait a lot more.&lt;/p&gt;</comment>
                            <comment id="69462" author="ypetremann" created="Tue, 28 May 2013 15:47:33 +0200"  >&lt;p&gt;You really should make velocity dependent fall damage.&lt;br/&gt;
Pfaeff makes a proposition here :&lt;br/&gt;
&lt;a href=&quot;http://www.minecraftforum.net/topic/193506-fall-damage-calculation-with-solution/&quot; class=&quot;external-link&quot; target=&quot;_blank&quot; rel=&quot;nofollow noopener&quot;&gt;http://www.minecraftforum.net/topic/193506-fall-damage-calculation-with-solution/&lt;/a&gt;&lt;br/&gt;
It would be realistic and water could really serve to the same thing, making our velocity lower, and get less damage (or none)&lt;/p&gt;</comment>
                            <comment id="69353" author="deepicness12345" created="Tue, 28 May 2013 01:00:53 +0200"  >&lt;p&gt;This is a bug? I thought it was a feature to make our lives easier! LOL XD&lt;/p&gt;</comment>
                            <comment id="48429" author="bugi74" created="Thu, 28 Feb 2013 20:22:17 +0100"  >&lt;p&gt;Affects 13w09b.&lt;/p&gt;</comment>
                            <comment id="36997" author="bugi74" created="Tue, 15 Jan 2013 19:37:42 +0100"  >&lt;p&gt;Solution was too simple, although I don&apos;t like it personally, it is too much of &quot;kludge&quot;. But it works and does make sense.&lt;/p&gt;

&lt;p&gt;Existing code has&lt;/p&gt;
&lt;div class=&quot;code panel&quot; style=&quot;border-width: 1px;&quot;&gt;&lt;div class=&quot;codeHeader panelHeader&quot; style=&quot;border-bottom-width: 1px;&quot;&gt;&lt;b&gt;Entity.handleWaterMovement()&lt;/b&gt;&lt;/div&gt;&lt;div class=&quot;codeContent panelContent&quot;&gt;
&lt;pre class=&quot;code-java&quot;&gt;...
&lt;span class=&quot;code-keyword&quot;&gt;if&lt;/span&gt; (&lt;span class=&quot;code-keyword&quot;&gt;this&lt;/span&gt;.worldObj.handleMaterialAcceleration(...) {
    ...
    &lt;span class=&quot;code-keyword&quot;&gt;this&lt;/span&gt;.fallDistance = 0;
    ...
}
...
&lt;/pre&gt;
&lt;/div&gt;&lt;/div&gt;

&lt;p&gt;&lt;b&gt;Fix&lt;/b&gt;&lt;br/&gt;
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.&lt;/p&gt;

&lt;div class=&quot;code panel&quot; style=&quot;border-width: 1px;&quot;&gt;&lt;div class=&quot;codeHeader panelHeader&quot; style=&quot;border-bottom-width: 1px;&quot;&gt;&lt;b&gt;Entity.handleWaterMovement()&lt;/b&gt;&lt;/div&gt;&lt;div class=&quot;codeContent panelContent&quot;&gt;
&lt;pre class=&quot;code-java&quot;&gt;...
&lt;span class=&quot;code-keyword&quot;&gt;if&lt;/span&gt; (&lt;span class=&quot;code-keyword&quot;&gt;this&lt;/span&gt;.worldObj.handleMaterialAcceleration(...) {
    ...
    &lt;span class=&quot;code-keyword&quot;&gt;if&lt;/span&gt; (&lt;span class=&quot;code-keyword&quot;&gt;this&lt;/span&gt;.fallDistance &amp;gt; 3.0F) {
        &lt;span class=&quot;code-object&quot;&gt;int&lt;/span&gt; blockId;
        blockId = &lt;span class=&quot;code-keyword&quot;&gt;this&lt;/span&gt;.worldObj.getBlockId(MathHelper.floor_double(&lt;span class=&quot;code-keyword&quot;&gt;this&lt;/span&gt;.posX), MathHelper.floor_double(&lt;span class=&quot;code-keyword&quot;&gt;this&lt;/span&gt;.boundingBox.minY) - 1, MathHelper.floor_double(&lt;span class=&quot;code-keyword&quot;&gt;this&lt;/span&gt;.posZ));
        &lt;span class=&quot;code-keyword&quot;&gt;if&lt;/span&gt; (blockId == Block.waterStill.blockID || blockId == Block.waterMoving.blockID) {
            &lt;span class=&quot;code-keyword&quot;&gt;this&lt;/span&gt;.fallDistance = 0;
        } &lt;span class=&quot;code-keyword&quot;&gt;else&lt;/span&gt; {
            blockId = &lt;span class=&quot;code-keyword&quot;&gt;this&lt;/span&gt;.worldObj.getBlockId(MathHelper.floor_double(&lt;span class=&quot;code-keyword&quot;&gt;this&lt;/span&gt;.posX), MathHelper.floor_double(&lt;span class=&quot;code-keyword&quot;&gt;this&lt;/span&gt;.boundingBox.minY) + 1, MathHelper.floor_double(&lt;span class=&quot;code-keyword&quot;&gt;this&lt;/span&gt;.posZ));
            &lt;span class=&quot;code-keyword&quot;&gt;if&lt;/span&gt; (blockId == Block.waterStill.blockID || blockId == Block.waterMoving.blockID) {
                &lt;span class=&quot;code-keyword&quot;&gt;this&lt;/span&gt;.fallDistance = 0;
            } &lt;span class=&quot;code-keyword&quot;&gt;else&lt;/span&gt; {
                &lt;span class=&quot;code-keyword&quot;&gt;this&lt;/span&gt;.fallDistance = &lt;span class=&quot;code-keyword&quot;&gt;this&lt;/span&gt;.fallDistance - 1.0F;
            }
        }
    } &lt;span class=&quot;code-keyword&quot;&gt;else&lt;/span&gt; {
        &lt;span class=&quot;code-keyword&quot;&gt;this&lt;/span&gt;.fallDistance = 0;
    }
    ...
}
...
&lt;/pre&gt;
&lt;/div&gt;&lt;/div&gt;
&lt;p&gt;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.&lt;/p&gt;

&lt;p&gt;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.&lt;/p&gt;

&lt;p&gt;Consider the &quot;fix&quot; above &lt;em&gt;a&lt;/em&gt; solution, not necessarily a &lt;em&gt;good&lt;/em&gt; one.&lt;/p&gt;</comment>
                            <comment id="36983" author="bugi74" created="Tue, 15 Jan 2013 17:52:57 +0100"  >&lt;p&gt;The current code (1.4.7) indeed resets fall distance to zero as soon as it detects even a single tick of wet feet.&lt;/p&gt;

&lt;p&gt;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&apos;t figure out a way to do it without a bit larger changes.&lt;/p&gt;

&lt;p&gt;And if I&apos;d go for larger changes, I&apos;d just redesign the physics to work more naturally, which would make the problem much easier to solve.&lt;/p&gt;
</comment>
                            <comment id="35312" author="cseraphi" created="Fri, 11 Jan 2013 03:47:40 +0100"  >&lt;p&gt;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.&lt;/p&gt;</comment>
                            <comment id="27306" author="nickyjefferz" created="Sun, 9 Dec 2012 01:32:21 +0100"  >&lt;p&gt;very annoying, also makes jumping off mountains too easy.&lt;/p&gt;</comment>
                            <comment id="26443" author="bljat" created="Mon, 3 Dec 2012 18:37:11 +0100"  >&lt;p&gt;Confirmed in 1.4.5. Adjusted the title.&lt;/p&gt;</comment>
                            <comment id="26188" author="corinanth" created="Sun, 2 Dec 2012 08:23:04 +0100"  >&lt;p&gt;this needs to be fixed and due to the serious damage to existing in game traps this should be upgraded to major or showstopper&lt;/p&gt;

&lt;p&gt;@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&lt;/p&gt;</comment>
                            <comment id="23846" author="mightyfool" created="Wed, 21 Nov 2012 15:03:17 +0100"  >&lt;p&gt;Fix this please, breaks all ma shit&lt;/p&gt;</comment>
                            <comment id="23796" author="gulden" created="Wed, 21 Nov 2012 04:03:37 +0100"  >&lt;p&gt;confirm&lt;/p&gt;</comment>
                            <comment id="22376" author="xelanoid" created="Sat, 17 Nov 2012 00:21:53 +0100"  >&lt;p&gt;Version 1.4.4 is affected by this bug too.&lt;/p&gt;</comment>
                            <comment id="18413" author="meta" created="Mon, 5 Nov 2012 16:15:38 +0100"  >&lt;p&gt;Before 1.4.3 you got no falling damage when falling in water wich is &amp;gt;= 2 blocks deep&lt;/p&gt;</comment>
                            <comment id="17837" author="amotohiko" created="Sun, 4 Nov 2012 00:33:25 +0100"  >&lt;p&gt;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 &apos;all&apos;.&lt;/p&gt;</comment>
                            <comment id="17715" author="sotmead" created="Sat, 3 Nov 2012 18:11:42 +0100"  >&lt;p&gt;This tracker is for bugs, not feature requests. Please see &lt;a href=&quot;http://minecraftforum.net&quot; class=&quot;external-link&quot; target=&quot;_blank&quot; rel=&quot;nofollow noopener&quot;&gt;http://minecraftforum.net&lt;/a&gt; to post and talk about what you would like to see added or changed.&lt;/p&gt;</comment>
                    </comments>
                <issuelinks>
                            <issuelinktype id="10102">
                    <name>Duplicate</name>
                                                                <inwardlinks description="is duplicated by">
                                        <issuelink>
            <issuekey id="13636">MC-2233</issuekey>
        </issuelink>
            <issuelink>
            <issuekey id="14226">MC-2543</issuekey>
        </issuelink>
            <issuelink>
            <issuekey id="14336">MC-2575</issuekey>
        </issuelink>
            <issuelink>
            <issuekey id="14475">MC-2707</issuekey>
        </issuelink>
            <issuelink>
            <issuekey id="14985">MC-3094</issuekey>
        </issuelink>
            <issuelink>
            <issuekey id="14987">MC-3096</issuekey>
        </issuelink>
            <issuelink>
            <issuekey id="16390">MC-4063</issuekey>
        </issuelink>
            <issuelink>
            <issuekey id="16508">MC-4100</issuekey>
        </issuelink>
                            </inwardlinks>
                                    </issuelinktype>
                    </issuelinks>
                <attachments>
                    </attachments>
                <subtasks>
                    </subtasks>
                <customfields>
                                                                                                                                                                <customfield id="customfield_10701" key="com.atlassian.jira.plugin.system.customfieldtypes:datetime">
                        <customfieldname>CHK</customfieldname>
                        <customfieldvalues>
                            <customfieldvalue>Mon, 3 Dec 2012 18:37:00 +0100</customfieldvalue>
                        </customfieldvalues>
                    </customfield>
                                                                                            <customfield id="customfield_10500" key="com.atlassian.jira.plugin.system.customfieldtypes:radiobuttons">
                        <customfieldname>Confirmation Status</customfieldname>
                        <customfieldvalues>
                                <customfieldvalue key="10303"><![CDATA[Confirmed]]></customfieldvalue>

                        </customfieldvalues>
                    </customfield>
                                                                                                                        <customfield id="customfield_11700" key="com.atlassian.jira.plugins.jira-development-integration-plugin:devsummary">
                        <customfieldname>Development</customfieldname>
                        <customfieldvalues>
                            
                        </customfieldvalues>
                    </customfield>
                                                                                                                                                                                <customfield id="customfield_11100" key="com.atlassian.jira.plugin.system.customfieldtypes:float">
                        <customfieldname>Linked</customfieldname>
                        <customfieldvalues>
                            <customfieldvalue>8.0</customfieldvalue>
                        </customfieldvalues>
                    </customfield>
                                                                                                                                                                                                                                                                                                <customfield id="customfield_11600" key="com.pyxis.greenhopper.jira:gh-lexo-rank">
                        <customfieldname>Rank</customfieldname>
                        <customfieldvalues>
                            <customfieldvalue>0|i0lkgf:</customfieldvalue>

                        </customfieldvalues>
                    </customfield>
                                                                                                                                                                                                                                                                                                                                                                                    </customfields>
    </item>
</channel>
</rss>