Accumulated fall damage is not reset when levitation starts
If you levitate high, then fall but quickly use levitate 1 for 1 second using a command you will still take fall damage when you hit the bloc, levitate should stop your players falling inertia. This fix would be for adventure/minigame purposes.
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Created Issue:
Levitation needs to make a bit more sense
If you levitate high, then fall but quickly use levitate 1 for 1 second using a command you will still take fall damage when you hit the bloc, levitate should stop your players falling inertia. This fix would be for adventure/minigame purposes.
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Levitation needs to make a bit more sense / Take fall damage with levitation effect
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Levitation needs to make a bit more sense / Take fall damage withlevitationeffectAccumulated fall damage is not reset when levitation starts
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This bug is similar MC-83064 where the player takes cumulative fall damage when using the levitation effect. If the player takes fall damage after having any levitation effect, the player will be launched into the air. I originally found this out while using downwards levitation effects, but after further testing, it happens with all levitation effects.
Video: https://www.youtube.com/watch?v=i9Y7i3737gw You can see that at the end of my death, I jump way up into the air. The flint is just used to give me levitation 2 when I have it in my offhand.
Steps to reproduce:
1. Find a place to fall
2. Effect yourself with any levitation effect (I have mainly tested with 2, 254, and 255) (/effect @p minecraft:levitation 10 1 (This will give you levitation 2 for 10 seconds))
3. Get over the falling area
4. Fall and bounce!
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As far as I know the fall-damage is calculated about the lenght you were floating and not the hight.
When you hang an entity on a fence with a lead it will also die, when you remove the fence. No matter of hight.
Ahhh okay.
it counts how far you fall and the only ways to reset it is by touching the ground (and taking dammage), disconnecting and riding something. It can't be reset by tp or the levitation effect.
so this is a works as intended
Why isn't this resolved yet? Falldamage is about the distance you've fallen, not the hight
So if I float 1/2 block up for 1h I'm going to die when I come down? Ummm no please.
This is such a stupid little thing that was in the game. Sure it worked fine before when players couldn't levitate in the air... but now I feel that the fall damage system has to be reworked a little. plz fix.
(PS) you guys can actually vote for things to be fixed. It's by the people section at the top. Start using it, don't just comment that it should actually be fixed. Vote for it to be fixed!
Voted!
Its really annoying that you fly up when you take damage...
This should really be fixed!!!
If this bug is fixed it will open new opportunities to mapmakers.
I don't know why, but when i touch the ground I died and it project me in the sky ! xD
I have run into this problem too... So I decided to make a command block contraption to test it out!
To use it, follow these instructions:
1) Copy the command from this link: pastebin.com/b87iGSzp
2) Get a command block. (Use the command "/give @p command_block")
3) Paste the text into the command block and change "Needs Redstone" to "Always Active".
4) Activate the machine by flicking the lever. The redstone lamp should turn on.
5) You should have been given a splash potion. Throw it to levitate, and hold down right-click to fly higher.
6) Use the command "/gamemode 0" to enter survival mode, and throw the potion to demonstrate how levitation doesn't negate fall damage.
7) Once you're done, flick the lever again do disable the contraption. The redstone lamp should turn off.
I think fall damage should be based on the speed you had when hitting the ground. If you glide down slowly (elytra, levitation with a level that makes you glide down) you shouldn't take damage.
I have found this bug with my testing in 1.10, but the damage is cumulative and if I fall from 12 blocks, then fly up 11 blocks, right before I hit the ground, then give myself levitation for 1 second and hope to negate my fall damage, I will die.
Video: https://www.youtube.com/watch?v=i9Y7i3737gw&feature=youtu.be
I CONFIRM THIS BUG FOR 1.10
An easy fix would be to reset the fall distance to 0 if a) the entity's Y motion is more than (or equal to) 0 (they are moving upwards) or b) the entity has the levitation effect. Also, there should be an option to preserve/override speed in the "tp" command (which should also reset the fall distance).
(Also, confirmed for 1.10.2)
Some people in here are talking about the difference in fall height and fall length. Others say it's the entity's velocity at the moment of impact that should determine the fall damage. I don't think we really need or want that change, however I would also really like this bug to be fixed. Allow me to explain...
(Skip the next two paragraphs to see my proposed solution to the problem, this part is just me rambling.)
Fall damage based on velocity would severely mess with the way fall damage works. Players are used to the old system where every block over 3 fallen equals half a heart of damage. Now, I'm not a Minecraft physicist, but the height of your fall is probably not directly proportional with the force with which you hit the ground. Technically, the fall damage should grow exponentially the longer you fell. This would take a lot of finicking to implement at best, and it would probably not be very well recieved. I'm not even sure that I would like that change myself as it would really throw off my sense of which drops are lethal and which are non-lethal.
I have to admit, the reason why I want this fixed is very specific - I am working on a custom map where there would be air vents in the floor that would give strong levitation to people directly above it, and then less levitation the further up you got. The only instance i can think of where this bug actually possibly affects the game outside of map making would be when you try to fly in creative with something dangling underneath you on a leash. This happens to be something my sister likes to do with her horses, and they always die when she lands.
Honestly though, even just for map makers i think this would be worth looking into. Especially with the solution i hereby present:
MY PROPOSED SOLUTION IS THE FOLLOWING: forget all this "fall damage based on velocity"-talk. Instead, simply reset the fall damage if the entity's vertical velocity changes to 0 or above.
I personally think it would make most of the people backing this post happy without being too unnecessarily game changing. It takes care of the problem with the accumulating fall damage without completely redesigning the way fall damage works. I understand that this simplified solution also means that you can't just lessen fall damage with levitation without necessarily having to bring the fall to a halt mid-air, but i honestly don't think anyone actually needs to be able to do that. Correct me if I'm wrong, fellow map makers.
I can see that my solution has already been suggested by randomdude999. Great minds think alike I guess, but let me just say, I don't like his second suggestion (levitation resetting fall damage count) as much. As i have said before, this problem is also present with leashes and in general. Furthermore, this would prevent any kind of fall damage even if it's just a levitation 1 effect being applied right before impact. The entity would still be able to drop from the stratosphere without a single heart of fall damage.
All in all, to me this bug seems like an easy fix. Even if only a selection of map makers would enjoy it, it would still be worth it. Now, I'm no programmer, but Jeb, don't you think you can make this happen? Please..?
Sorry for the long post. Got carried away.
confirmed for version 1.12
Still present in 1.12.1
Still present in 1.12.2
Still present (1.12.2). I guess we're not addressing this issue?
Update to 1.13, which has the fix for this.