Arrow has water potion when summoned or updated
The bug
When summoning an arrow, or updating its NBT (in game), it will have a water effect.
/summon minecraft:arrow
Code analysis
Code analysis by [~LateOgre] in this comment.
Created Issue:
Arrow gets potion effect when it has no gravity
When you give a normal arrow NoGravity it gets a potion particle effect
Environment
Windows 10 x64 Java 1.8.0_111
When you give a normal arrow NoGravity it gets a potion particle effect
When you give a normal arrow NoGravity it gets a potion particle effect
{NoGravity:1}
Can be recreated with "/summon minecraft:arrow ~1 ~1 ~"
When you give a normal arrow NoGravity it gets a potion particle effect
{NoGravity:1}
Can be recreated with"/summon minecraft:arrow ~1 ~1 ~"
When you give a normal arrow NoGravity it gets a potion particle effect
{NoGravity:1}
Can be recreated with bq. /summon minecraft:arrow ~1 ~1 ~However the arrow does not give you any potion effects
When you give a normal arrow NoGravity it gets a potion particle effect
{NoGravity:1}
Can be recreated withbq. /summon minecraft:arrow ~1 ~1 ~However the arrow does not give you any potion effects
When you give a normal arrow NoGravity it gets a potion particle effect
Can be recreated with/summon minecraft:arrow ~1 ~1 ~ {NoGravity:1}
However the arrow does not give you any potion effects
When you give a normal arrow NoGravity it gets a potion particle effect
Can be recreated with:/summon minecraft:arrow ~1 ~1 ~ {NoGravity:1}
However the arrow does not give you any potion effects
When you give a normal arrow NoGravity it gets a potion particle effect
Can be recreated with:/summon minecraft:arrow ~1 ~1 ~ {NoGravity:1}
However the arrow does not give you any potion effects
When summoning an arrow, it will have a water effect.
/summon minecraft:arrow
Arrowgets potion effect when it has no gravityArrow has water potion when summoned
Windows 10 x64 Java 1.8.0_111
is duplicated by
Arrow has water potion when summoned or updated
is duplicated by
When summoning an arrow, or updating its NBT (in game), it will have a water effect.
/summon minecraft:arrow
is duplicated by
is duplicated by
is duplicated by
In 1.12-pre6, and by extension 1.12-pre5.
is duplicated by
is duplicated by
When summoning an arrow, or updating its NBT (in game), it will have a water effect.
/summon minecraft:arrow
Code analysis by [~LateOgre] in this comment.
is duplicated by
is duplicated by
is duplicated by
is duplicated by
When summoning an arrow, or updating its NBT (in game), it will have a water effect.
/summon minecraft:arrow
Code analysis by [~LateOgre] in this comment.
The bug
When summoning an arrow, or updating its NBT (in game), it will have a water effect.
/summon minecraft:arrowCode analysis
Code analysis by [~LateOgre] in this comment.
is duplicated by
duplicates
relates to
MC-107941Shooting, summoning or editing an arrow and reloading the world gives potion particlesFixed
is duplicated by
I've found something in the decompiled server jar (1_12_R1) in the EntityTippedArrow class. A method named q() (Maybe sth like removeColor()), which is called when its NBT is set and if the "Color" tag was not included in the tag, sets the color of the arrow so that getColor() != -1, this seems to make those water potion particles appear. When I set the color to -1 AND the hasColor (without the q() method) to false the particles seem to dissapear.
Thank you for your report!
However, this issue has been closed as a Duplicate of MC-111533.
It has been linked to this report. If you have additional information, please add it to that report.
Please search before reporting, as it's likely that one exists already.
Quick Links:
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Duplicate of MC-111533
Thank you for your report!
However, this issue is a Duplicate of MC-111533.
It has been linked to this report. If you have additional information, please add it to that report.
Please search before reporting, as it's likely that one exists already.
Quick Links:
📓 Issue Guidelines – 💬 Community Support – 📧 Customer Support – 📖 Game Wiki
When changing arrow motion or rotation of arrow with new "store" subcommand arrow will behave different on client side and different on server side. For example when summoning nogravity arrow with no motion it will stand still. When you apply motion to it it will stay still and sync it's position once per second. On server side it will fly as expected which can be checked with "/data get entity" command.
Arrow should sync not only position, but also motion, rotation and all entitydata to fix this. It also should sync it more frequently (once per 5 gametics at least). This is also the case of:
MC-67521 (life not synced)
MC-99442 (entitydata at all not synced)
MC-111533 (probably - not synced type of arrow)
MC-71426 (life not synced)
MC-103426 (NoGravity tag not synced)
and so on...
Merged MC-111533 into this one, as it's the same cause: reading from NBT will create the particles:
- reload -> needs to be loaded from nbt and created in an entity
- edit -> the entity is (basically) changed to it's NBT data, changes applied and read from NBT data again
- summon -> entity is created with nbt data applied

Confirmed for 17w06a.
Confirmed for 17w17a.
Confirmed for Minecraft 1.12 Pre-Release 4
It's 1.12-pre4 now actually.
Confirmed for 1.12-pre6.
in 1.12
Thanks! Just FYI, you may find code easier to understand if you use MCP instead of NMS, as MCP names the majority of methods.
Confirmed!
It's already set to confirmed.
Confirmed for 49a, 49b, 50a
Confirmed as recently as 18w01a. And I know why, too. The code that clears the potion effect for non-potion arrows is the setPotionEffect method of EntityTippedArrow. This is called whenever an arrow entity is created via the ItemArrow's createArrow() method, as well as when skeletons or dispensers fire an arrow. However, it is not called when the EntityTippedArrow is summoned on its own.
I would suggest that setPotionEffect() be called when an arrow is summoned, and the getArrowStack() method made public. Then it would be as simple as having CommandSummon check if the entity is an instanceof EntityTippedArrow and, if so, call entity.setPotionEffect(entity.getArrowStack()) (similarly to how the summon command currently checks if the entity is an instanceof EntityLiving and calls its onInitialSpawn method if so).
I found setting the color to -1 works
I got this bug from the code;
execute as @e[type=snowball] facing entity Flexie_ eyes run summon arrow ~ ~ ~ {Motion:[0.0,0.0,2.5],Time:1}
On 1.13.2