Commands inaccurately claim that applying a potion effect of a lower level (and higher duration) fails if the target already has a higher level of that effect
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.
- Unresolved
[Helper] pine1needle- 18
- 10
- Confirmed
Normal
- Platform
- Commands
1.15.2-pre2 - 1.21.4
1.15.2-pre2 1.15.2 20w06a 20w07a 20w09a 20w10a 20w11a 20w14a 20w15a 20w16a 20w17a 20w19a 20w20a 20w21a 20w22a 1.16-pre2 1.16-pre3 1.16-pre4 1.16-pre5 1.16-pre6 1.16-pre7 1.16-pre8 1.16.1 20w27a 20w29a 1.16.2-pre2 1.16.2 1.16.4-rc1 1.16.4 20w48a 21w03a 21w13a 21w20a 1.17 1.17.1 21w39a 1.18-pre2 1.18 1.18.1 1.18.2 22w12a 1.19 1.19.2 1.19.3 23w05a 1.20.1 23w31a 1.21.4
Created Issue:
Commands can’t apply a potion effect of a lower level (and higher duration) if the target already has a higher level of that effect
The Bug
Commands can’t apply a potion effect of a lower level and higher duration if the target already has a higher level of that effect. This was intended in previous versions because different levels of potion effects used to overwrite each other. However, now that
MC-1541has been fixed, commands should be able to apply potion effects even if the level of the effect to be applied is less than the level of the effect that the target already has. It’s already possible to do this using potions or beacons, just not commands.To Reproduce
/effect give @p strength 60 1 /effect give @p strength 180Instead of applying the 3 minutes of strength 1 that would take effect after the 1 minute of strength 2 runs out, red text appears that says “Unable to apply this effect (target is either immune to effects, or has something stronger)”
The
BugCommands can’t apply a potion effect of a lower level and higher duration if the target already has a higher level of that effect. This was intended in previous versions because different levels of potion effects used to overwrite each other. However, now that
MC-1541has been fixed, commands should be able to apply potion effects even if the level of the effect to be applied is less than the level of the effect that the target already has. It’s already possible to do this using potions or beacons, just not commands.To
Reproduce/effect give @p strength 60 1 /effect give @p strength 180Instead of applying the 3 minutes of strength 1 that would take effect after the 1 minute of strength 2 runs out, red text appears that says “Unable to apply this effect (target is either immune to effects, or has something stronger)”
The bug
Commands can’t apply a potion effect of a lower level and higher duration if the target already has a higher level of that effect. This was intended in previous versions because different levels of potion effects used to overwrite each other. However, now that
MC-1541has been fixed, commands should be able to apply potion effects even if the level of the effect to be applied is less than the level of the effect that the target already has. It’s already possible to do this using potions or beacons, just not commands.To reproduce
/effect give @p strength 60 1 /effect give @p strength 180Instead of applying the 3 minutes of strength 1 that would take effect after the 1 minute of strength 2 runs out, red text appears that says “Unable to apply this effect (target is either immune to effects, or has something stronger)”
Commandscan’t apply a potion effect of a lower level (and higher duration) if the target already has a higher level of that effectCommands inaccurately claim that applying a potion effect of a lower level (and higher duration) fails if the target already has a higher level of that effect
The bug
Commandscan’t apply apotion effect of a lower level and higher duration if the target already has a higher level of that effect. This was intended in previous versionsbecause different levels of potion effects used to overwrite each other. However, now thatMC-1541has been fixed, commands should be able to apply potion effects even if the level of the effect to be applied is less than the level of the effect that the target already has. It’s already possible to do this using potions or beacons, just not commands.To reproduce
/effect give @p strength60 1 /effect give @p strength 180Instead of applying the 3 minutes of strength 1 that would take effect after the 1 minute of strength 2 runs out, red text appears that says “Unable to apply this effect (target is either immune to effects, or has something stronger)”
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-1541has been fixed, the red text is inaccurate.To reproduce
/effect give @p strength 20 1 /effect give @p strength 180Red 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. (
MC-169965might interfere with your ability to see that you have strength 1. If this happens, log out of your world and then log back into your world to cause the potion effect timer to update.)
A possible workaround for this issue is to use custom potions. Custom potions allow you to specify the exact effect, level, and duration that you want, just like the /effect command, but custom potions aren’t affected by this bug. This workaround was useful for doing additional testing for
MC-169965.For example,
/give @p potion{CustomPotionEffects:[{Id:5,Amplifier:2,Duration:900}], display:{Name:"{ \"text\":\"Custom Potion of Strength\" }"}} 1gives you a potion that yields Strength 3 for 45 seconds. The duration is measured in ticks, not seconds. (Multiply the number of seconds you want by 20 to get the number of ticks.) A list of potion ID numbers can be found here: https://minecraft.gamepedia.com/Java_Edition_data_values#Effects
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-1541has been fixed, the red text is inaccurate.To reproduce
/effect give @p strength 20 1 /effect give @p strength 180Red 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.
(MC-169965might interfere with your ability to see that you have strength 1. If this happens, log out of your world and then log back into your world to cause the potion effect timer to update.)
is duplicated by
is duplicated by
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.
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We're tracking this issue in MC-169964, so this ticket is being resolved and linked as a duplicate.
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The bug
Applying multiple levels (amplifiers) of absorption influences the current number of gold hearts differently depending on the hideParticles parameter of the effect command. If you alternate the hideParticles parameter, gold hearts are accumulated. If you keep the hideParticles parameter the same, the number of gold hearts stays the same.
To reproduce
- Give yourself absoprtion with a high amplifier:
/effect give @s minecraft:absorption 1000 14 true
- Take damage to lose most, but not all, of the gold hearts:
/damage @s 52
- Give yourself absorption with a low amplifier and the same value of the hideParticles parameter as the high amplifier effect:
/effect give @s minecraft:absorption 2000 0 true
Note: Due to MC-169964, you will see red text that claims the command failed, but the low amplifier effect was indeed applied. Optionally, if you want to check that the low amplifier effect was applied, you can run the following command and see that there is a "HiddenEffect" in the NBT:
23w31a/data get entity @s ActiveEffects[{Id:22}]23w32a+/data get entity @s active_effects[{id:"minecraft:absorption"}] - Observe that the number of gold hearts stayed the same.
- Run the command again, but this time alternate the hideParticles parameter:
/effect give @s minecraft:absorption 2000 0 false
- Observe that you gained 2 gold hearts.
- Repeatedly run the command, alternating the hideParticles parameter between true and false each time you run it:
/effect give @s minecraft:absorption 2000 0 true
/effect give @s minecraft:absorption 2000 0 false
- Observe that you continue to accumulate gold hearts until you obtain the number of gold hearts that you initially had from the high amplifier effect. After obtaining this number of gold hearts, continuing to run the command with the alternating hideParticles parameter does not further increase the number of gold hearts.
Observed behavior
Unintuitively, the choice of the hideParticles parameter determines whether the number of gold hearts increases or stays the same.
Expected behavior
Running two commands that are identical except for the hideParticles parameter should have identical results except for the presence of particles and the effect icon on the screen. The hideParticles parameter shouldn't determine unrelated things.
Extra Information
You can also encounter this bug by using custom potions that directly specify the Ambient, ShowParticles, or ShowIcon NBT tags instead of by using the effect command with the hideParticles parameter. If you would like to test that, there is a test world uploaded as an attachment to MC-88694 that conveniently contains command blocks that give you custom potions. (However, that world was created before the mob effect changes in 23w32a, so the commands in the command blocks use the old format. This test world is only useful in versions 23w31a or earlier.)
Duplicate of MC-169964
Thank you for your report!
We're tracking this issue in MC-169964, so this ticket is being resolved and linked as a duplicate.
If you would like to add a vote and any extra information to the main ticket it would be appreciated.
If you haven't already, you might like to make use of the search feature to see if the issue has already been mentioned.
Quick Links:
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This report might be a duplicate of
MC-169948. However, this report is much more detailed thanMC-169948andMC-169948is trying to report two bugs in one ticket: MC-169964 andMC-169965.Today I learned that despite the red text, the lower level effect actually is applied. This is evident if you follow the reproduction steps and then wait for the strength 2 to wear off (and then relog if
MC-169965is preventing you from seeing the true level of the effect you currently have). I’ll update the ticket accordingly.If you reproduce this using command blocks, the command block will apply the lower level effect but will then claim that the command failed by not outputting a comparator signal.
Can confirm in 21w03a.
Can confirm in 1.18
Can confirm in 1.18.1.
Can confirm in 1.18.2 and 22w12a.
Can confirm in 1.19.
Can confirm in 1.19.2.