Collisionless blocks ignore entities with high velocity
If an entity with high velocity (for example, falling from 100 blocks) falls through tripwires that are hovering in air (no blocks underneath) the tripwire will not get triggered.
Linked Issues
is duplicated by7
relates to4
Created Issue:
Tripwires totally ignores players with high velocity
If the player velocity (speed) is high, (for example, falling from 100 blocks) tripwires that are hovering in air (no blocks underneath) will not get triggered when you touch them.
Environment
Windows 10, newest Java
Tripwires totally ignores players with high velocity
Tripwires totally ignoresplayers with high velocitTripwires totally ignore players with high velocity
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Tripwirestotally ignore players with high velocityTripwires ignore entities with high velocity
is duplicated by
If
the player velocity (speed) is high,(for example, falling from 100 blocks) tripwires that are hovering in air (no blocks underneath) will not get triggered whenyoutouch them.If an entity with high velocity (for example, falling from 100 blocks) falls through tripwires that are hovering in air (no blocks underneath) the tripwire will not get triggered when it touches them.
If an entity with high velocity (for example, falling from 100 blocks) falls through tripwires that are hovering in air (no blocks underneath) the tripwire will not get triggered
when it touches them.
Windows 10, newest Java
is duplicated by
is duplicated by
relates to
Tripwires ignore entities with high velocityCollisionless blocks ignore entities with high velocity
relates to
is duplicated by
relates to
is duplicated by
Might have a similar reason as MC-92875
Probably caused by MC-92875
Thank you for your report!
We're actually already tracking this issue in MC-92875, so I resolved and linked this ticket as a duplicate.
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Confirmed, can reproduce on 1.16.2-pre1. (It may be a copy of MC-92875, but sometimes even bigger items such as arrows flying at relatively lower velocities don't get registerd). The easiest method to replicate is to create a 1-long floating tripwire contraption and throw snowballs/eggs/pearls straight down(or slightly angled). It's relatively easy to trigger this bug, when throwing from >2 blocks above. Try to move a little up or down. Here is my setup to reproduce (Aiming at the farther edge): 

Duplicate of MC-92875
Thank you for your report!
We're tracking this issue in MC-92875, so this ticket is being resolved and linked as a duplicate.
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Same core issue as MC-92875, the entity (in this case player) moves so fast, the first tick it is above the portal, not intersecting it, the second tick its below it, not intersecting it.
No, this isn't about a projectile; the projectile code changed in 1.16 per the comment, resulting in that issue. This is MC-92875 instead.
Yup, same core issue as MC-92875.
Duplicate of MC-92875.
Actually a duplicate of MC-92875.
It doesn't always occurs when player's velocityοΌ1.6m/tick (similar to MC-92875)
Added image 2024ArrowBelowBlock.png and version 24w11a. Somehow I also managed to hit the button with an arrow flying past the block below the button, but due to MC-92875 I couldn't recreate it.
Steps to reproduce:
- Create a superflat world.
- /setblock 10 -51 10 stone
- /setblock 5 -54 6 stone
- /setblock 6 -54 5 stone
- /setblock 5 -54 5 cobweb
- /tp @s 9.701 -50 9.701 135 50
- Press and hold sprint, jump and forward button at the same time.
Observed result:
You will be slowed down by the cobweb.
Expected result:
You won't be slowed down by the cobweb since it's blocked by the stone.
Notes:
Happens since 24w33a.
Maybe related to MC-92875.
It could only be reproduced consistently on -X -Z axises. On +X +Z, it won't work. On +X -Z or -X +Z axises, it is inconsistent.
Maybe relates to MC-92875.
This is also the case with entities moving quickly (such as fireworks).
This needs some major changes.
I was trying to take time on items falling - Bug? -
MC-116866I am unable to reproduce this issue in 20w49a.
I can still reproduce this in 20w51a.
Affects 1.19-rc2 if you use small mobs such as silverfish.
Can Confirm in 1.19.3 Release Candidate 3, not fully reproduceable with large mobs. Fish, Silverfish, Endermite fail to trigger if Y Velocity is very high.
Can confirm in 1.19.4 on horizontal axis (gliding through cobwebs with elytra without being slowed down)
Can confirm in 1.20-rc1.
Confirmed in 1.20.4.
In 1.20.6.
Not completely fixed in 24w33a.
For example, for end portals:
create a default superflat world,
/setblock 100 -57 100 end_portal
/setblock 100 100 100 oak_slab
/tp @s 100 100.5 100
Then break the slab to fall
→You will still go through the end portal without being teleported.