RobloxPro300090
- RobloPro3090
- roblopro3090
- America/Chicago
- Yes
- No
This is the reaction in Minecraft Windows 10 Edition (The same thing would occur in MCPE), not the reaction in Minecraft PC Edition.
Server lag will occasionally occur in a server, and once it gets the jumping information after the pause, it will sum up the fallheight in total instead of one fall, and cause damage as if youfall from4or moreblocks high. And when you ride horses, the info from falling is sent after you dismount, which it can take lots ofdamagefrom.When you play in multiplayer, you will take fall damage from server lag. For example: If you fall from three blocks high and hit the ground then quickly fall from one or more, you will take fall damage. And when a non-hosting player and rides a horse jumping from 3 or more blocks high, the horse will take damage.
Fall damage glitches and bugs in multiplayer for horses and players
@RobloxPro300090 It is working as intended for the MCPC version. See this developer comment by [Mojang] Grum (Erik Broes) on that report:
Actually it is working as intended because it is a bug turned feature by demand of the community. Would you rather have is break all existing maps and make certain constructs impossible?
Try making a 10x10 wall of pistons that all move together without this quasiconnectivity (use that mod above).
If you can make alternatives for all the existing structures we might consider it.
Windows 10/PE editions decided against this implementation and introduced the Observer block instead. That block may be extended to PC edition, but that is a feature request and as it stands the current behavior is intended.
It's from all multiplayer server types: Realms, LAN, External, and Xbox Broadcasting. It's because of occasional server lag for players, and some bug of ridden hores's falling info being sent after dismounting. The horse takes as much fall damage as the total fall height as if it really fell that high, and once the falling info is sent for the player, it sums that up too, but it doesn't send info after an event occurs,
MC-108seems to be for outdated versions of Minecraft, and should it really be working as intended, as in another edition of Minecraft (Windows 10 Edition/Pocket Edition) this event does not occur, it just retracts as usual.Okay, then. I guess I'll just have to get over that feature then or put a suggestion on the subreddit.
I tried reproducing both the horse and player fall damage glitch in LAN in MC 0.15.4 with server lag, and the problem still occured for both. This time though, the horse takes damage like the player does, even if the horse is being ridden, it takes damage as it should, just when the server lags, it adds up all of the falling distance while the server is lagging. So the problem I would say is 33.3% resolved.
I've also noticed a little bug where when people playing from a device other than the host ride a horse, the horse takes fall damage from around 3-2 blocks or higher.
Just tried it and it seems the issue is worse: the horses take fall damage from 1-2 blocks high from jumping, but not falling. It's hard to get server lag with the new router we have, so once I get server lag I can reply back on that.
I happened to notice another not-so-big of a deal problem, but it seems that depending on where you mounted the horse from, you are offset. I've only seen this in the current version.