Beacon effect removes potion effect of the same type
The bug
There are situations where the effects from a potion are negated by a beacon's effects.
As an example, a player can drink an extended Potion of Swiftness and receive the Speed (8:00) effect.
If the player then enters a beacon's radius and obtains the Speed II (0:08) effect, it overrides the potion's effect because it is stronger (as expected). However, if the player then leaves the beacon's area of effect and loses Speed II, the player does not still retain the potion's Speed effect, which I would consider the expected behavior.
In an extreme case, a player can lose 8:00 minutes of potion effect by accidentally walking near a beacon. This also applies to the Strength potion/beacon effects.
- Fixed
Aaron Graham
[Mojang] slicedlime- 40
- 15
- Confirmed
Normal
- Entities
- beacon effect potion
1.4.2 - 1.15.1-pre1
1.4.2 1.4.7 13w05a 13w05b 1.5 1.5.2 1.6.2 1.6.4 13w38b 13w38c 13w39a 1.7.10 14w30c 14w32a 14w32b 14w32c 14w32d 14w33a 1.8 1.8.1-pre3 1.8.1-pre4 1.8.1 15w44b 15w45a 1.9 1.10 1.10.1 1.10.2 16w32a 16w32b 16w33a 16w35a 16w40a 16w41a 16w44a 1.11-pre1 1.11 17w16b 1.12.2 18w22c 1.13.1 1.14.4 1.15-pre3 1.15-pre4 1.15-pre5 1.15-pre7 1.15 1.15.1 1.15.1-pre1- 1.15.2-pre1
Created Issue:
Potion and beacon effects interference
There are situations where the effects from a potion are negated by a beacon's effects. As an example, a player can drink an extended Potion of Swiftness and receive the Speed (8:00) effect. If the player then enters a beacon's radius and obtains the Speed II (0:08) effect, it overrides the potion's effect because it is stronger (as expected). However, if the player then leaves the beacon's area of effect and loses Speed II, the player does not still retain the potion's Speed effect, which I would consider the expected behavior. In an extreme case, a player can lose 8:00 minutes of potion effect by accidentally walking near a beacon. This also applies to the Strength potion/beacon effects.
Environment
Kubuntu 12.04
Oracle Java 1.7
is duplicated by
There are situations where the effects from a potion are negated by a beacon's effects.
As an example, a player can drink an extendedPotion of Swiftness and receive the Speed (8:00)effect.If the player then enters a beacon's radius and obtains the Speed II (0:08) effect, it overrides the potion's effect because it is stronger (as expected). However, if the player then leaves the beacon's area of effect and loses Speed II , the player does not still retain the potion's Speedeffect, which I would consider the expected behavior.In an extreme case, a player can lose 8:00 minutes of potion effect by accidentally walking near a beacon. This also applies to the Strength potion/beacon effects.The bug
There are situations where the effects from a potion are negated by a beacon's effects.
As an example, a player can drink an extended Potion of Swiftness and receive the Speed (8:00) effect.
If the player then enters a beacon's radius and obtains the Speed II (0:08) effect, it overrides the potion's effect because it is stronger (as expected). However, if the player then leaves the beacon's area of effect and loses Speed II , the player does not still retain the potion's Speed effect, which I would consider the expected behavior.
In an extreme case, a player can lose 8:00 minutes of potion effect by accidentally walking near a beacon. This also applies to the Strength potion/beacon effects.
Kubuntu 12.04
Oracle Java 1.7
relates to
Ok, prepare for something... Could please a mod mark the versions for every bug I tell you here? That would be nice.
I have a world set up for fast bug testing. That means that going into each bug report and saying "Confirmed for 1.10.1" is way more work than actually testing it. So I want to confirm for 1.10.1 with this comment:
MC-4, MC-9, MC-14, MC-87, MC-112, MC-201, MC-212, MC-234, MC-258, MC-460, MC-577, MC-667, MC-679, MC-696, MC-697, MC-849, MC-868, MC-926, MC-957, MC-997, MC-1040, MC-1127, MC-1133, MC-1168, MC-1207, MC-1218, MC-1297, MC-1390, MC-1429, MC-1530, MC-1531, MC-1538, MC-1541, MC-1555, MC-1578, MC-1673, MC-1685, MC-1691, MC-1981 and MC-2023.
All of these are tested in 1.10.1. For some others I have additional information:
MC-711 not testable with my setup because of a crash that's new in 1.10.1.
MC-779: At least some appear outside, didn't test all. What's sure is that no general solution got introduced.
Confirmed MC-1511 for stone button, lever, torch, redstone dust, normal rail, end rod, tripwire hook, ladder and flower pot. Others are untested.
Confirmed MC-1874 for chest, brewing stand, enchanting table and flower pot. Others are untested. It's apparent that there isn't a general solution here either.
The bug
If you eat an enchanted golden apple, use up all of your golden absorption hearts, and then try to get more gold hearts by eating a regular golden apple, the gold hearts from the regular golden apple will not be applied until after the duration of the absorption effect from the enchanted golden apple has run out. While the timer for the enchanted golden apple's absorption effect is ticking down, the timer for the regular golden apple's absorption effect is also ticking down, even though you do not currently have the gold hearts from the regular golden apple. This means that there is a severe delay between eating the regular golden apple and receiving the gold hearts, and that when you do finally receive the gold hearts, the duration is almost over.
To reproduce
- Eat an enchanted golden apple.
- Take damage to use up all of your gold hearts.
- Eat a regular golden apple.
- Observe that you don't have any gold hearts, even though you just ate a regular golden apple.

- Open your inventory and watch the timer for Absorption IV (from the enchanted golden apple) tick down.
- When it reaches 0:00, it is replaced by Absorption I, and you finally get the 2 gold hearts from the regular golden apple, but the duration of the Absorption I is almost over.

History
I tested this bug in 1.12.2, 1.13, 1.15.1, 1.15.2, and 1.16.3.
- In 1.12.2 (and presumably older versions), if you ate a regular golden apple after using up all of the gold hearts from an enchanted golden apple, it would (incorrectly) restore all 8 of the gold hearts from the enchanted golden apple. (This was the old version of
MC-88694.) - In versions 1.13 to 1.15.1, if you ate a regular golden apple after using up all of the gold hearts from an enchanted golden apple, the absorption from the regular golden apple was never applied at all. (This was the original version of this bug report.)
- In versions 1.15.2 to the present version, if you eat a regular golden apple after using up all of the gold hearts from an enchanted golden apple, the absorption from the regular golden apple is severely delayed and shortened. (This is the current version of this bug report.)
Extra information
All potion effects that modify attributes are affected by this bug. This should include speed, slowness, strength, weakness, haste (partially), mining fatigue (also partially), luck, unluck, and health boost. If the player currently has a lower level of a potion effect, and receives a potion effect that is higher leveled but runs out before the last potion, the effect will not disappear and will instead continue until the original effect's duration has run out.
This issue is due to the implemented fix for MC-1541.
To reproduce:
1. Run:
/effect give @s speed 100000 1 true
2. Run:
/effect give @s speed 1 100 true
3. Open your inventory to check that the higher level potion has run out. Notice now that after it runs out, you still have high FOV and your speed is still level 100 when you physically move despite the effect no longer being present.
4. Run the following command, and notice that your Attributes still indicate you have speed of level 100.
/data get entity @s Attributes[{Name:"generic.movementSpeed"}]
Can confirm. You can also reproduce this in survival by using the original repro steps of MC-1541. It appears as if the effect amplifier decreased, but you still have the same attributes.
The Bug
If you have 3 or more levels of the same potion effect applied at the same time, when the duration of the highest level runs out, a lower level will be remembered - but when the duration of that lower level runs out, it will not remember the levels below it.
To Reproduce
Run the following commands very quickly one after the next. (Using a chain of command blocks helps to run them quickly.)
/effect give @p jump_boost 20 /effect give @p jump_boost 15 1 /effect give @p jump_boost 10 2 /effect give @p jump_boost 5 3
Open your inventory and watch the duration count down. When “Jump Boost IV” runs out, there will be 5 seconds of “Jump Boost III” left - but when “Jump Boost III” runs out, it doesn’t give you “Jump Boost II”.
Additional Notes
The bug
If you use commands to apply a lower level effect after a higher level of the same effect has already been applied, red text will appear that claims that the lower level effect wasn’t applied. However, the lower level effect actually was applied. Before 1.15.2, the red text was accurate because different levels of potion effects used to overwrite each other and lower levels couldn’t overwrite higher levels. However, now that MC-1541 has been fixed, the red text is inaccurate.
To reproduce
/effect give @p strength 20 1 /effect give @p strength 180
Red text appears that says “Unable to apply this effect (target is either immune to effects, or has something stronger)”. Wait for the 20 seconds of strength 2 to end. You now have strength 1, which means that the text was wrong.
When you set your spawn point in the overworld using a bed and then set your respawn point in the nether using respawn anchor and consume all charges of the respawn anchor the player respawns at the world spawn point and not at the spawn Point that you set using the bed.
How to reproduce:
- Set your spawn point in the overworld using a bed.
- Set your spawn point in the nether using respawn anchor.
- Consume all charges of the respawn anchor.
- Die again so you respawn in the overworld.
What actually happened: You respawned at the world spawn point .
What I expected to happen: You respawn at the spawn point in the overworld where you set your spawn point.
This bug report is similar to MC-1541. So I don’t think that this is a feature request.
Probably fixed due to the fix for MC-1541.
I don't think that it is a feature request. MC-1541 also was no feature request and before it got fixed it was also not possible to have more than one effect of the same type with different levels. And my bug report is simelar to it. A new spawn point overwrites the old spawn point and then all the times that you can respawn get consumed then it doesn't make sense that you respawn at the world spawn point. So if MC-1541 hasn't been a feature request I think my bug report also is not a feature request.
Repost of MC-1541 for bedrock.
When a stronger effect overwrites a weaker effect the weaker effect is gone forever even if the weaker effect had a higher duration than the stronger effect. This was fixed in java edition in 1.15.2, by making the weaker effect come back after the stronger effect expires, but hasn’t been fixed on bedrock edtition yet.
How to reproduce:
1. Run this command: effect @s regeneration 99999999 0 true
2. Run this command: effect @s regeneration 2 1 true or throw a splash potion of regeneration 2 at you.
What I observed: After the stronger effect expires the weaker effect doesn’t come back, it is completely deleted.
What I expected: After the stronger effect runs out the weaker effect will come back (If the weaker effect is longer than the stronger effect).
In survival this can often happen when a beacon overwrites the effect. This can cause you to lose 8 minutes of an effect if you enter a beacon area. Or if you use a totem of undying, the fire resistance 2 effect (See MCPE-52364) was able to cause you to lose the fire resistance effects from a potion.
When this got fixed on java edition there also were some bugs that related to it MC-169930 MC-169839 MC-169840 MC-169965. MC-169964 is also currently a bug in java edition. Hopefully they are not in the game when it gets fixed on bedrock edition.
Can confirm in 13w05a. Speed II beacon overrides Speed I from potion when in beacon AoE and then Speed effect vanishes when you get away from beacon.
Yup agree, still a problem
This might be fixable if ambient effects did not cancel non-ambient effects, but merely 'disabled' them (so the player does not get the stacked benefit of Speed and Speed II, but the Speed is still stored on the player and its timer ticks down as normal). However, this disabling should only apply if an ambient effect (currently only beacons) is to override a non-ambient effect. Drinking a Speed II potion should still delete your Speed I status as normal (mapmakers use this trick to remove status effects from mobs - for example, it is possible to create a "splash potion of milk" which cancels effects on mobs (and players) by giving them a high-level effect for a very brief moment. I personally use the effect to give players a "splash potion of visibility", which lets players render invisible mobs visible. So basically, I hope any fix to this bug does not break splash milk potions, as there is no need for it to do so).
Is this still a concern in the current Minecraft version 1.6.4 / Launcher version 1.2.5 ? If so, please update the affected versions in order to best aid Mojang ensuring bugs are still valid in the latest releases/pre-releases.
13w39a - confirmed.
Sadly, it is, Ezekiel.
14w33a - not fixed
1.8.1 pre4 - valid.
Seconded. In our town there is a central nether portal that leads to a portal network. I always drink a Speed 8:00 potion at home before going to the town center, via the nether network to another part of the world. A recently added Speed II beacon in town overlaps with the portal, so the instant I go through the portal, I have no speed anymore.
The expected behavior is that the potion which I painstakingly (not really) made, is not simply removed from my status effects.
Minecraft 1.8.0
1.9 confirmed
Confirmed for 1.10.
Confirmed for 1.10.1.
Can confirm behaviour is in 1.11 as well.
Can confirm for 17w16b.
The problem here isn't beacons, it't the way potion effects in general work.
Currently, when an effect is applied to a player that is a higher level than the same effect already on said player, the lower level is removed completely, forgotten by the game.
What probably should happen is: stronger tiers of effect push their weaker variants somewhere else, where it isn't seen by the player nor does it effect them, but it can continue counting down, and be reapplied if the stronger one runs out first.
That's true. The bigger problem is that you don't always give yourself beacon effects on purpose. So you could take a potion, then accidentally walk into a beacon range and shortly after lose the effect. But yes, it also affects potions alone.
To everyone: Change the report or leave it?
This bug it still in the bedrock edition. MCPE-74059