Slipperiness: Difference between revisions

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Each block in the game has a '''Slipperiness factor''', noted '''S'''. Its value is between '''0.6''' (rough) and '''1.0''' (frictionless).
Each block in the game has a '''Slipperiness factor''', noted '''S'''. Its value is between '''0.6''' (rough) and '''1.0''' (frictionless).


By default, a block's slipperiness is set to '''0.6'''. This includes Air, and Soulsand.
By default, a block's slipperiness is set to '''0.6'''. This notably includes air, [[soulsand]], [[Cobweb|cobwebs]], and [[Water and Lava|fluids]].


In 1.8, the only blocks that have a different slipperiness are:
In 1.8, the only blocks that have a different slipperiness are:


* Ice and Packed Ice, '''S = 0.98'''
*[https://minecraft.gamepedia.com/Ice Ice] and [https://minecraft.gamepedia.com/Packed_Ice Packed Ice], '''S = 0.98'''
* Slime Blocks, '''S = 0.8'''
*[https://minecraft.gamepedia.com/Slime_Block Slime Blocks], '''S = 0.8'''


In 1.13, another slippery block was added: Blue Ice, with a slipperiness of '''0.989''', making it the most slippery block in the game.
In 1.13, another slippery block was added: [https://minecraft.gamepedia.com/Blue_Ice Blue Ice], with a slipperiness of '''0.989''', making it the most slippery block in the game.


<br />

'''Relevant Minecraft Wiki articles:'''

* [https://minecraft.gamepedia.com/Ice Ice]
* [https://minecraft.gamepedia.com/Slime_Block Slime]
* [https://minecraft.gamepedia.com/Blue_Ice Blue Ice]<br /><br />


==Effect on Movement==
==Effect on Movement==
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When the Player is on ground, drag and acceleration are calculated as so:
When the Player is on ground, drag and acceleration are calculated as so:


*The amount of speed conserved on ground is scaled by <math>0.91 \times S</math>.
<br />
*The acceleration gained on ground is proportional to <math>\left ( \frac{0.6}{S} \right )^3</math>.

*This amount of speed conserved on ground is scaled by <math>0.91 \times S</math>.
*The acceleration gained on ground is scaled by <math>\left ( \frac{0.6}{S} \right )^3</math>.


When the Player is airborne, Slipperiness is ignored (inertia is 0.91, and acceleration is scaled by 0.2)
When the Player is airborne, Slipperiness is ignored (see [[Movement Physics|Movement Formulas]])




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File:Grass Block.png|Default (0.6)
File:Grass Block.png|Default (0.6)
File:Slime Block.png|Slime (0.8)
File:Slime Block.png|Slime (0.8)
File:Ice Block.png|Ice Block (0.98)
File:Ice Block.png|Ice / Packed Ice(0.98)
File:Blue Ice.png|Blue Ice (0.989) [1.13+]
File:Blue Ice.png|Blue Ice (0.989) [1.13+]
</gallery>
</gallery>
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<br />
<br />
==Application==
==Characterization==
[[File:Slipperiness illustration.png|thumb|Illustration of how slipperiness affects non-full blocks|416x416px]]
[[File:Slipperiness illustration.png|thumb|Illustration of how slipperiness affects partial blocks|416x416px]]
Every tick, if on ground, the game checks for the block directly 1b below the Player's position to get S.
Every tick, if on ground, the game checks for the block directly 1b below the Player's position to get S.


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Finally, we can explain how Soulsand is affected by slippery blocks:
Finally, we can explain how [[Soulsand]] is affected by slippery blocks:


Soulsand is a non-full block (14px in height), meaning it gets its slipperiness from the block below it.
Soulsand is a non-full block (14px in height), meaning it gets its slipperiness from the block below it.
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These two effects combined create an net negative impact on the Player's movement, compared to regular Soulsand movement.
These two effects combined create an net negative impact on the Player's movement, compared to regular Soulsand movement.


Therefore, walking on soulsand with ice below it is noticeably slower.
Therefore, walking on soulsand with ice below is noticeably slower.

Revision as of 21:02, 31 July 2020

Each block in the game has a Slipperiness factor, noted S. Its value is between 0.6 (rough) and 1.0 (frictionless).

By default, a block's slipperiness is set to 0.6. This notably includes air, soulsand, cobwebs, and fluids.

In 1.8, the only blocks that have a different slipperiness are:

In 1.13, another slippery block was added: Blue Ice, with a slipperiness of 0.989, making it the most slippery block in the game.


Effect on Movement

When moving, the Player loses some speed in between ticks to simulate drag, and gains some acceleration.

When the Player is on ground, drag and acceleration are calculated as so:

  • The amount of speed conserved on ground is scaled by .
  • The acceleration gained on ground is proportional to .

When the Player is airborne, Slipperiness is ignored (see Movement Formulas)



Blocks



Application

Illustration of how slipperiness affects partial blocks

Every tick, if on ground, the game checks for the block directly 1b below the Player's position to get S.


This means that non-full blocks take the slipperiness of the block below them.

For example, the surface of a slab above Ice has the same slipperiness as the Ice itself.


Finally, we can explain how Soulsand is affected by slippery blocks:

Soulsand is a non-full block (14px in height), meaning it gets its slipperiness from the block below it.


Let's consider the effects at work:

  • Slippery blocks grant less acceleration.
  • Soulsand reduces speed conservation.


These two effects combined create an net negative impact on the Player's movement, compared to regular Soulsand movement.

Therefore, walking on soulsand with ice below is noticeably slower.