Beacons keep higher level effects when partially destroyed
The bug
When you set an effect in a beacon that requires more than 1 layer, and then break the layers so that it shouldn’t be able to give the effect anymore, it will still give you the effect.
How to reproduce
- Build a 2 layers tall beacon pyramid
- Set the resistance effect or the jump boost effect
- Break one block of the lowest layer
It will still give you the effect even though the pyramid only has one full layer.
Code analysis
Code analysis by Marcono1234 can be found in this comment.
Original Description:
I can create a four-tier pyramid, then set the beacon to provide the primary power of the strength boost and the secondary power of regeneration, and then break the fourth, third, and second levels of the pyramid, and the primary power of strength will continue to refresh, although only out to 20 blocks, and the secondary power will not refresh.
If I then repair the pyramid's second layer, the range of the primary power will extend out to 30 blocks. Repairing the third layer will increase the range to 40 blocks. And repairing the fourth layer will return the beacon to full functionality. If I break the first level(leaving the beacon block itself intact), then the primary power will stop, but if I then restore only the first level of the pyramid, the beacon will continue to provide the primary power of strength out to 20 blocks.
Ultimately, the beacon is properly checking to see if it should apply the secondary power, and how far a range it should apply primary or secondary powers out to, but is not checking to see if the TYPE of primary power it is set to provide is still supported by the appropriate number of layers required to initially select it.
Linked Issues
is duplicated by4
- Unresolved
[Mod] turboSeth Hendrickson
- 24
- 12
- Confirmed
Low
- Gameplay
- Beacon
- beacon boost effect jump level
1.4.3 - 1.21.4
1.4.3 1.7.5 14w11b 1.8 1.8.1-pre3 15w44b 15w45a 1.10.2 16w32b 16w33a 16w35a 17w06a 1.13.1 1.13.2 18w48a 18w48b 18w49a 1.15.2-pre2 1.15.2 20w06a 20w11a 20w20a 1.16.3 1.16.4-pre1 1.16.4-pre2 1.16.4-rc1 1.16.4 20w45a 20w46a 20w48a 20w49a 20w51a 21w03a 21w05a 21w05b 21w06a 21w07a 21w08a 21w08b 21w10a 21w11a 21w13a 21w14a 21w15a 21w16a 21w17a 21w18a 1.17.1 1.20.1-rc1 1.20.1 1.20.2 23w45a 23w46a 1.20.3-pre1 1.20.3-pre2 1.20.3 1.20.4-rc1 1.20.4 24w11a 1.20.5 1.20.6 1.21 1.21.3 1.21.4
Created Issue:
Beacons keep higher level effects when partially destroyed
Create a level 2 beacon, select jump boost and pay for it, and then destroy the bottom layer of the beacon. The beacon will still provide the jump boost effect, despite being too small for the effect.
Is this still a concern in the current Minecraft version? If so, please update the affected versions in order to best aid Mojang ensuring bugs are still valid in the latest releases/pre-releases.
is duplicated by
Create alevel 2 beacon, select jump boost and pay for it, and then destroy the bottom layer of the beacon. The beacon will still provide the jump boost effect, despite being too small for the effect.I can create a four-tier pyramid, then set the beacon to provide the primary power of the strength boost and the secondary power of regeneration, and then break the fourth, third, and second levels of the pyramid, and the primary power of strength will continue to refresh, although only out to 20 blocks, and the secondary power will not refresh.
If I then repair the pyramid's second layer, the range of the primary power will extend out to 30 blocks. Repairing the third layer will increase the range to 40 blocks. And repairing the fourth layer will return the beacon to full functionality. If I break the first level(leaving the beacon block itself intact), then the primary power will stop, but if I then restore only the first level of the pyramid, the beacon will continue to provide the primary power of strength out to 20 blocks.
Ultimately, the beacon is properly checking to see if it should apply the secondary power, and how far a range it should apply primary or secondary powers out to, but is not checking to see if the TYPE of primary power it is set to provide is still supported by the appropriate number of layers required to initially select it.
I can create a four-tier pyramid, then set the beacon to provide the primary power of the strength boost and the secondary power of regeneration, and then break the fourth, third, and second levels of the pyramid, and the primary power of strength will continue to refresh, although only out to 20 blocks, and the secondary power will not refresh.
If I then repair the pyramid's second layer, the range of the primary power will extend out to 30 blocks. Repairing the third layer will increase the range to 40 blocks. And repairing the fourth layer will return the beacon to full functionality. If I break the first level(leaving the beacon block itself intact), then the primary power will stop, but if I then restore only the first level of the pyramid, the beacon will continue to provide the primary power of strength out to 20 blocks.
Ultimately, the beacon is properly checking to see if it should apply the secondary power, and how far a range it should apply primary or secondary powers out to, but is not checking to see if the TYPE of primary power it is set to provide is still supported by the appropriate number of layers required to initially select it.
I can create a four-tier pyramid, then set the beacon to provide the primary power of the strength boost and the secondary power of regeneration, and then break the fourth, third, and second levels of the pyramid, and the primary power of strength will continue to refresh, although only out to 20 blocks, and the secondary power will not refresh.
If I then repair the pyramid's second layer, the range of the primary power will extend out to 30 blocks. Repairing the third layer will increase the range to 40 blocks. And repairing the fourth layer will return the beacon to full functionality. If I break the first level(leaving the beacon block itself intact), then the primary power will stop, but if I then restore only the first level of the pyramid, the beacon will continue to provide the primary power of strength out to 20 blocks.
Ultimately, the beacon is properly checking to see if it should apply the secondary power, and how far a range it should apply primary or secondary powers out to, but is not checking to see if the TYPE of primary power it is set to provide is still supported by the appropriate number of layers required to initially select it.
I can create a four-tier pyramid, then set the beacon to provide the primary power of the strength boost and the secondary power of regeneration, and then break the fourth, third, and second levels of the pyramid, and the primary power of strength will continue to refresh, although only out to 20 blocks, and the secondary power will not refresh.
If I then repair the pyramid's second layer, the range of the primary power will extend out to 30 blocks. Repairing the third layer will increase the range to 40 blocks. And repairing the fourth layer will return the beacon to full functionality. If I break the first level(leaving the beacon block itself intact), then the primary power will stop, but if I then restore only the first level of the pyramid, the beacon will continue to provide the primary power of strength out to 20 blocks.
Ultimately, the beacon is properly checking to see if it should apply the secondary power, and how far a range it should apply primary or secondary powers out to, but is not checking to see if the TYPE of primary power it is set to provide is still supported by the appropriate number of layers required to initially select it.
Code analysis by Marcono1234 can be found in this comment.
Confirmed in 1.8-pre1
relates to
relates to
is duplicated by
I can create a four-tier pyramid, then set the beacon to provide the primary power of the strength boost and the secondary power of regeneration, and then break the fourth, third, and second levels of the pyramid, and the primary power of strength will continue to refresh, although only out to 20 blocks, and the secondary power will not refresh.If I then repair the pyramid's second layer, the range of the primary power will extend out to 30 blocks. Repairing the third layer will increase the range to 40 blocks. And repairing the fourth layer will return the beacon to full functionality. If I break the first level(leaving the beacon block itself intact), then the primary power will stop, but if I then restore only the first level of the pyramid, the beacon will continue to provide the primary power of strength out to 20 blocks.
Ultimately, the beacon is properly checking to see if it should apply the secondary power, and how far a range it should apply primary or secondary powers out to, but is not checking to see if the TYPE of primary power it is set to provide is still supported by the appropriate number of layers required to initially select it.
Code analysis by Marcono1234 can be found in this comment.
The bug
When you set an effect in a beacon that requires more than 1 layer, and then break the layers so that it shouldn’t be able to give the effect anymore, it will still give you the effect.
How to reproduce:
- Build a 2 layers tall beacon pyramid
- Set the resistance effect or the jump boost effect
- Break one block of the lowest layer
It will still give you the effect even though the pyramid only has one full layer.
Original Description:
I can create a four-tier pyramid, then set the beacon to provide the primary power of the strength boost and the secondary power of regeneration, and then break the fourth, third, and second levels of the pyramid, and the primary power of strength will continue to refresh, although only out to 20 blocks, and the secondary power will not refresh.If I then repair the pyramid's second layer, the range of the primary power will extend out to 30 blocks. Repairing the third layer will increase the range to 40 blocks. And repairing the fourth layer will return the beacon to full functionality. If I break the first level(leaving the beacon block itself intact), then the primary power will stop, but if I then restore only the first level of the pyramid, the beacon will continue to provide the primary power of strength out to 20 blocks.
Ultimately, the beacon is properly checking to see if it should apply the secondary power, and how far a range it should apply primary or secondary powers out to, but is not checking to see if the TYPE of primary power it is set to provide is still supported by the appropriate number of layers required to initially select it.
Code analysis by Marcono1234 can be found in this comment.
is duplicated by
is duplicated by
The bug
When you set an effect in a beacon that requires more than 1 layer, and then break the layers so that it shouldn’t be able to give the effect anymore, it will still give you the effect.
How to reproduce
:
- Build a 2 layers tall beacon pyramid
- Set the resistance effect or the jump boost effect
- Break one block of the lowest layer
It will still give you the effect even though the pyramid only has one full layer.
Original Description:
I can create a four-tier pyramid, then set the beacon to provide the primary power of the strength boost and the secondary power of regeneration, and then break the fourth, third, and second levels of the pyramid, and the primary power of strength will continue to refresh, although only out to 20 blocks, and the secondary power will not refresh.If I then repair the pyramid's second layer, the range of the primary power will extend out to 30 blocks. Repairing the third layer will increase the range to 40 blocks. And repairing the fourth layer will return the beacon to full functionality. If I break the first level(leaving the beacon block itself intact), then the primary power will stop, but if I then restore only the first level of the pyramid, the beacon will continue to provide the primary power of strength out to 20 blocks.
Ultimately, the beacon is properly checking to see if it should apply the secondary power, and how far a range it should apply primary or secondary powers out to, but is not checking to see if the TYPE of primary power it is set to provide is still supported by the appropriate number of layers required to initially select it.
Code analysis by Marcono1234 can be found in this comment.
The bug
When you set an effect in a beacon that requires more than 1 layer, and then break the layers so that it shouldn’t be able to give the effect anymore, it will still give you the effect.
How to reproduce
- Build a 2 layers tall beacon pyramid
- Set the resistance effect or the jump boost effect
- Break one block of the lowest layer
It will still give you the effect even though the pyramid only has one full layer.
Code analysis
Code analysis by Marcono1234 can be found in this comment.
Original Description:
I can create a four-tier pyramid, then set the beacon to provide the primary power of the strength boost and the secondary power of regeneration, and then break the fourth, third, and second levels of the pyramid, and the primary power of strength will continue to refresh, although only out to 20 blocks, and the secondary power will not refresh.If I then repair the pyramid's second layer, the range of the primary power will extend out to 30 blocks. Repairing the third layer will increase the range to 40 blocks. And repairing the fourth layer will return the beacon to full functionality. If I break the first level(leaving the beacon block itself intact), then the primary power will stop, but if I then restore only the first level of the pyramid, the beacon will continue to provide the primary power of strength out to 20 blocks.
Ultimately, the beacon is properly checking to see if it should apply the secondary power, and how far a range it should apply primary or secondary powers out to, but is not checking to see if the TYPE of primary power it is set to provide is still supported by the appropriate number of layers required to initially select it.
Thank you for your report!
However, this issue is a Duplicate of MC-2440.
Please use the search function in the future to prevent duplicate reports.
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Duplicate of MC-2440.
Thank you for your report!
We're tracking this issue in MC-2440, 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.
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Duplicate of MC-2440.
Thank you for your report!
We're tracking this issue in MC-2440, 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:
📓 Bug Tracker Guidelines – 💬 Community Support – 📧 Mojang Support
📓 Project Summary – ✍️ Feedback and Suggestions – 📖 Game Wiki
– I am a bot. This action was performed automatically! The ticket was resolved by one of our moderators, and I left this message to give more information to you.

Confirmed. You can also destroy part of the top layer to disable the beacon, re-establish the top layer to reactivate the beacon and the effect is still active.
You can also downgrade a level II effect or deactivate regeneration by breaking the lowest layer and reactivate them by restoring the layer.
I've noticed this same bug is still present in 1.7.5 and 14w11b. To give some more detail on the nature of the bug:
For example, I can create a four-tier pyramid, then set the beacon to provide the primary power of the strength boost and the secondary power of regeneration, and then break the fourth, third, and second levels of the pyramid, and the primary power of strength will continue to refresh, although only out to 20 blocks, and the secondary power will not refresh.
If I then repair the pyramid's second layer, the range of the primary power will extend out to 30 blocks. Repairing the third layer will increase the range to 40 blocks. And repairing the fourth layer will return the beacon to full functionality. If I break the first level(leaving the beacon block itself intact), then the primary power will stop, but if I then restore only the first level of the pyramid, the beacon will continue to provide the primary power of strength out to 20 blocks.
Ultimately, the beacon is properly checking to see if it should apply the secondary power, and how far a range it should apply primary or secondary powers out to, but is not checking to see if the TYPE of primary power it is set to provide is still supported by the appropriate number of layers required to initially select it.
Changed description to the better one from Varilence.
Please link to this comment in the description
The following is based on a decompiled version of Minecraft 1.9 using MCP 9.24 beta.
The reason for this is that the method net.minecraft.tileentity.TileEntityBeacon.updateSegmentColors() only updates the net.minecraft.tileentity.TileEntityBeacon.levels field but does not test if the selected effects are valid for the new levels value.
Confirmed for 1.13.1.
1.15.2 Pre-Release 2 is affected.
20w06a is affected.
I’d like to request ownership of this report. The original reporter hasn’t been active since March 2014 and I’ll continue updating the ticket.
Can confirm in 1.17.1.
Requesting ownership of this issue since the owners account was deleted.
Can confirm in 23w06a and 1.19.3
Affects 1.20.1 Release Candidate 1