Arm swing animation speed does not take mining fatigue into account when player has haste
The bug
Mining fatigue is ignored when determining the arm animation speed of the player if they have haste as well even though when calculating how long they need to break a block both effects are considered.
How to reproduce
- Place for example a log block
- Switch to Survival mode and break the log
- Place it again
- Apply haste and mining fatigue
/effect give @s mining_fatigue 100 0 true /effect give @s haste 100 0 true
- Break the log again
→
It took longer to break the log but your arm animation was faster
Code analysis
Based on 1.12 decompiled using MCP 9.40 PRE 1
The method net.minecraft.entity.EntityLivingBase.getArmSwingAnimationEnd() ignores mining fatigue if the entity has haste.
Linked Issues
Created Issue:
Arm animation speed ignores mining fatigue when player has haste
The bug
Mining fatigue is ignored when determining the arm animation speed of the player if they have haste as well even though when calculating how long they need to break a block both effects are considered.
How to reproduce
- Place for example a log block
- Switch to Survival mode and break the log
- Place it again
- Apply haste and mining fatigue
/effect @s mining_fatigue 100 0 true /effect @s haste 100 0 true- Break the log again
→ It took longer to break the log but your arm animation was fasterCode analysis
Based on 1.12 decompiled using MCP 9.40 PRE 1
The method net.minecraft.entity.EntityLivingBase.getArmSwingAnimationEnd() ignores mining fatigue if the entity has haste.
Arm animation speedignoresmining fatigue when player has hasteArm swing animation speed does not take mining fatigue into account when player has haste
The bug
Mining fatigue is ignored when determining the arm animation speed of the player if they have haste as well even though when calculating how long they need to break a block both effects are considered.
How to reproduce
- Place for example a log block
- Switch to Survival mode and break the log
- Place it again
- Apply haste and mining fatigue
/effect @s mining_fatigue 100 0 true /effect @s haste 100 0 true- Break the log again
→It took longer to break the log but your arm animation was fasterCode analysis
Based on 1.12 decompiled using MCP 9.40 PRE 1
The method net.minecraft.entity.EntityLivingBase.getArmSwingAnimationEnd() ignores mining fatigue if the entity has haste.
The bug
Mining fatigue is ignored when determining the arm animation speed of the player if they have haste as well even though when calculating how long they need to break a block both effects are considered.
How to reproduce
- Place for example a log block
- Switch to Survival mode and break the log
- Place it again
- Apply haste and mining fatigue
/effect give @s mining_fatigue 100 0 true /effect give @s haste 100 0 true- Break the log again
→It took longer to break the log but your arm animation was faster
Code analysis
Based on 1.12 decompiled using MCP 9.40 PRE 1
The method net.minecraft.entity.EntityLivingBase.getArmSwingAnimationEnd() ignores mining fatigue if the entity has haste.
relates to
The attack indicator does not refill when the player has a mining fatigue level of 10 or above.
Steps to Reproduce:
- Give the player 'Mining Fatigue X'
/effect give @p minecraft:mining_fatigue infinite 9 true
Expected & Observed Results:
- The bar does not refill (and eventually vanish), but instead will stay present, and empty.
- The attack indicator bar would refill again over time, and eventually disappear when full
Screenshots/Videos:
Notes:
- Related to MC-118859
- Worth mentioning that the bar is not taking a long time to refill, only appearing to be empty, but instead is actually empty, and will not progress no matter how long the player waits.
The player's hand in first-person will not be visible when the player has a mining fatigue level of 10 or above.
Steps to Reproduce:
- Give the player 'Mining Fatigue X'
/effect give @p minecraft:mining_fatigue infinite 9 true
Expected & Observed Results:
- Once the effect is given, the player's hand will move offscreen and no longer be visible.
- The player's hand would remain visible, no matter the level of mining fatigue.

Can confirm for MC 1.12.1.
Can confirm in 21w03a.
Can confirm in 21w05b.
Can confirm in 21w06a.
Can confirm in 1.16.5 and 21w08b.
Video attached.
Can confirm in 1.17.1.