Saturation value is subject to change in Missile Wars
Fairly self explanatory, but the underlying saturation value of players in a game of Missile Wars is depletable even though it should arguably be immune from decay like the player's hunger value is. This is significant because players with a high saturation value regenerate health faster.
Expected result - a player's saturation value should be fixed (but probably not at the default of 5.0, which causes extremely fast regeneration) Actual behavior - running, jumping, taking damage, etc. can deplete a player's saturation (but not hunger)
Steps to reproduce:
- Create a trap on your base where you fall around 13 blocks (actual number not important, this number just works well for observing the bug)
- Die and respawn
- Fall down the trap immediately without doing anything else. Observe the fast regeneration when you get to the bottom.
- Run, jump, break blocks, take and regenerate damage and otherwise perform actions which would deplete your hunger in vanilla. Observe that your hunger bar occasionally jitters.
- Fall down the trap again, observing that regeneration occurs at a normal rate.
Even though I'm fairly sure this is unintended (hence the bug report), I think its a nice mechanic to have in the game; hence I personally wouldn't recommend fixing it. Note that FoodLevelChangeEvent
is not fired when saturation decreases, so some other method of detecting saturation drop is required if you wish to prevent decay. Setting a player's saturation value to 0 upon spawn should also fix the issue though.