Potions and tipped arrows with effect which has ShowParticles set to 0b has incorrect color (black)
The bug
A potion with a potion effect that has ShowParticles set to 0b uses always the same color no matter what potion effect is used.
How to reproduce
- Use the following command to give yourself a potion with ShowParticles:1b
/give @p potion{CustomPotionEffects:[{Id:1b,ShowParticles:1b}],Potion:"minecraft:water"} - Use the following command to give yourself a potion with ShowParticles:0b
/give @p potion{CustomPotionEffects:[{Id:1b,ShowParticles:0b}],Potion:"minecraft:water"}
The reason
The following is based on decompiled version of Minecraft 1.9 using MCP 9.24 beta. All method and class names are the names used in the decompiled version.
The reason why this happens is that the method net.minecraft.potion.PotionUtils.func_185181_a(Collection<PotionEffect>) only calculates the color if the effect shows particles. This is done that way because the value 0 is used to indicate that no particles should be created. A third value should probably be added to indicate whether particle effects should be displayed or not. Another way to solve this could be to have one byte value instead of a boolean for whether or not the particles are ambient which stores a value representing the state, for example:
| Value | State |
|---|---|
| 0 | No particles |
| 1 | Particles |
| 2 | Ambient particles |
Affected methods
- net.minecraft.entity.EntityLivingBase.updatePotionEffects()
- net.minecraft.client.renderer.entity.RenderTippedArrow.getEntityTexture(EntityTippedArrow)
Linked Issues
is duplicated by5
Created Issue:
Potion with effect which has ShowParticles set to 0b has incorrect color
The bug
A potion with a potion effect that has ShowParticles set to 0b uses always the same color no matter what potion effect is used.
How to reproduce
- Use the following command to give yourself a potion with ShowParticles:1b
/give @p potion 1 0 {CustomPotionEffects:[{Id:1b,ShowParticles:1b}]}- Use the following command to give yourself a potion with ShowParticles:0b
/give @p potion 1 0 {CustomPotionEffects:[{Id:1b,ShowParticles:0b}]}
The bug
A potion with a potion effect that has ShowParticles set to 0b uses always the same color no matter what potion effect is used.
How to reproduce
- Use the following command to give yourself a potion with ShowParticles:1b
/give @p potion 1 0 {CustomPotionEffects:[{Id:1b,ShowParticles:1b}]}- Use the following command to give yourself a potion with ShowParticles:0b
/give @p potion 1 0 {CustomPotionEffects:[{Id:1b,ShowParticles:0b}]}The reason
The reason why this happens is that the method net.minecraft.potion.PotionUtils.func_185181_a(Collection<PotionEffect>) only calculates the color is the effect shows particles.
The bug
A potion with a potion effect that has ShowParticles set to 0b uses always the same color no matter what potion effect is used.
How to reproduce
- Use the following command to give yourself a potion with ShowParticles:1b
/give @p potion 1 0 {CustomPotionEffects:[{Id:1b,ShowParticles:1b}]}- Use the following command to give yourself a potion with ShowParticles:0b
/give @p potion 1 0 {CustomPotionEffects:[{Id:1b,ShowParticles:0b}]}The reason
The reason why this happens is that the method net.minecraft.potion.PotionUtils.func_185181_a(Collection<PotionEffect>) only calculates the color is the effect shows particles. This is done that way because the method net.minecraft.entity.EntityLivingBase.updatePotionEffects() only has one value to indicate the color and one to indicate whether or not the particles should be displayed as ambient. A third value should probably be added to indicate whether particle effects should be displayed or not. Another way to solve this could be to have one byte value instead of a boolean for whether or not the particles are ambient which stores a value representing the state, for example:
Value State 0 No particles 1 Particles 2 Ambient particles
The bug
A potion with a potion effect that has ShowParticles set to 0b uses always the same color no matter what potion effect is used.
How to reproduce
- Use the following command to give yourself a potion with ShowParticles:1b
/give @p potion 1 0 {CustomPotionEffects:[{Id:1b,ShowParticles:1b}]}- Use the following command to give yourself a potion with ShowParticles:0b
/give @p potion 1 0 {CustomPotionEffects:[{Id:1b,ShowParticles:0b}]}The reason
The following is based on decompiled version of Minecraft 1.9 using MCP 9.24 beta. All method and class names are the names used in the decompiled version.
The reason why this happens is that the method net.minecraft.potion.PotionUtils.func_185181_a(Collection<PotionEffect>) only calculates the color is the effect shows particles. This is done that way because the method net.minecraft.entity.EntityLivingBase.updatePotionEffects() only has one value to indicate the color and one to indicate whether or not the particles should be displayed as ambient. A third value should probably be added to indicate whether particle effects should be displayed or not. Another way to solve this could be to have one byte value instead of a boolean for whether or not the particles are ambient which stores a value representing the state, for example:
Value State 0 No particles 1 Particles 2 Ambient particles
The bug
A potion with a potion effect that has ShowParticles set to 0b uses always the same color no matter what potion effect is used.
How to reproduce
- Use the following command to give yourself a potion with ShowParticles:1b
/give @p potion 1 0 {CustomPotionEffects:[{Id:1b,ShowParticles:1b}]}- Use the following command to give yourself a potion with ShowParticles:0b
/give @p potion 1 0 {CustomPotionEffects:[{Id:1b,ShowParticles:0b}]}The reason
The following is based on decompiled version of Minecraft 1.9 using MCP 9.24 beta. All method and class names are the names used in the decompiled version.
The reason why this happens is that the method net.minecraft.potion.PotionUtils.func_185181_a(Collection<PotionEffect>) only calculates the color i
sthe effect shows particles. This is done that way because the method net.minecraft.entity.EntityLivingBase.updatePotionEffects() only has one value to indicate the color and one to indicate whether or not the particles should be displayed as ambient. A third value should probably be added to indicate whether particle effects should be displayed or not. Another way to solve this could be to have one byte value instead of a boolean for whether or not the particles are ambient which stores a value representing the state, for example:
Value State 0 No particles 1 Particles 2 Ambient particles The bug
A potion with a potion effect that has ShowParticles set to 0b uses always the same color no matter what potion effect is used.
How to reproduce
- Use the following command to give yourself a potion with ShowParticles:1b
/give @p potion 1 0 {CustomPotionEffects:[{Id:1b,ShowParticles:1b}]}- Use the following command to give yourself a potion with ShowParticles:0b
/give @p potion 1 0 {CustomPotionEffects:[{Id:1b,ShowParticles:0b}]}The reason
The following is based on decompiled version of Minecraft 1.9 using MCP 9.24 beta. All method and class names are the names used in the decompiled version.
The reason why this happens is that the method net.minecraft.potion.PotionUtils.func_185181_a(Collection<PotionEffect>) only calculates the color if the effect shows particles. This is done that way because the method net.minecraft.entity.EntityLivingBase.updatePotionEffects() only has one value to indicate the color and one to indicate whether or not the particles should be displayed as ambient. A third value should probably be added to indicate whether particle effects should be displayed or not. Another way to solve this could be to have one byte value instead of a boolean for whether or not the particles are ambient which stores a value representing the state, for example:
Value State 0 No particles 1 Particles 2 Ambient particles
The bug
A potion with a potion effect that has ShowParticles set to 0b uses always the same color no matter what potion effect is used.
How to reproduce
- Use the following command to give yourself a potion with ShowParticles:1b
/give @p potion 1 0 {CustomPotionEffects:[{Id:1b,ShowParticles:1b}]}- Use the following command to give yourself a potion with ShowParticles:0b
/give @p potion 1 0 {CustomPotionEffects:[{Id:1b,ShowParticles:0b}]}The reason
The following is based on decompiled version of Minecraft 1.9 using MCP 9.24 beta. All method and class names are the names used in the decompiled version.
The reason why this happens is that the method net.minecraft.potion.PotionUtils.func_185181_a(Collection<PotionEffect>) only calculates the color if the effect shows particles. This is done that way because the method net.minecraft.entity.EntityLivingBase.updatePotionEffects() (and other methods) only has one value to indicate the color and one to indicate whether or not the particles should be displayed as ambient. A third value should probably be added to indicate whether particle effects should be displayed or not. Another way to solve this could be to have one byte value instead of a boolean for whether or not the particles are ambient which stores a value representing the state, for example:
Value State 0 No particles 1 Particles 2 Ambient particles
The bug
A potion with a potion effect that has ShowParticles set to 0b uses always the same color no matter what potion effect is used.
How to reproduce
- Use the following command to give yourself a potion with ShowParticles:1b
/give @p potion 1 0 {CustomPotionEffects:[{Id:1b,ShowParticles:1b}]}- Use the following command to give yourself a potion with ShowParticles:0b
/give @p potion 1 0 {CustomPotionEffects:[{Id:1b,ShowParticles:0b}]}The reason
The following is based on decompiled version of Minecraft 1.9 using MCP 9.24 beta. All method and class names are the names used in the decompiled version.
The reason why this happens is that the method net.minecraft.potion.PotionUtils.func_185181_a(Collection<PotionEffect>) only calculates the color if the effect shows particles. This is done that way because the method net.minecraft.entity.EntityLivingBase.updatePotionEffects()
(and other methods) only has onevalue to indicate the color and one to indicate whether or not theparticles should bedisplayed as ambient. A third value should probably be added to indicate whether particle effects should be displayed or not. Another way to solve this could be to have one byte value instead of a boolean for whether or not the particles are ambient which stores a value representing the state, for example:
Value State 0 No particles 1 Particles 2 Ambient particles The bug
A potion with a potion effect that has ShowParticles set to 0b uses always the same color no matter what potion effect is used.
How to reproduce
- Use the following command to give yourself a potion with ShowParticles:1b
/give @p potion 1 0 {CustomPotionEffects:[{Id:1b,ShowParticles:1b}]}- Use the following command to give yourself a potion with ShowParticles:0b
/give @p potion 1 0 {CustomPotionEffects:[{Id:1b,ShowParticles:0b}]}The reason
The following is based on decompiled version of Minecraft 1.9 using MCP 9.24 beta. All method and class names are the names used in the decompiled version.
The reason why this happens is that the method net.minecraft.potion.PotionUtils.func_185181_a(Collection<PotionEffect>) only calculates the color if the effect shows particles. This is done that way because the value 0 is used to indicate that no particles should be created. A third value should probably be added to indicate whether particle effects should be displayed or not. Another way to solve this could be to have one byte value instead of a boolean for whether or not the particles are ambient which stores a value representing the state, for example:
Value State 0 No particles 1 Particles 2 Ambient particles Affected methods
- net.minecraft.entity.EntityLivingBase.updatePotionEffects()
- net.minecraft.client.renderer.entity.RenderTippedArrow.getEntityTexture(EntityTippedArrow)
Potions and tipped arrows with effect which has ShowParticles set to 0b has incorrect color
is duplicated by
relates to
Potions and tipped arrows with effect which has ShowParticles set to 0b has incorrect color (black)
The bug
A potion with a potion effect that has ShowParticles set to 0b uses always the same color no matter what potion effect is used.
How to reproduce
- Use the following command to give yourself a potion with ShowParticles:1b
/give @p potion 1 0 {CustomPotionEffects:[{Id:1b,ShowParticles:1b}]}- Use the following command to give yourself a potion with ShowParticles:0b
/give @p potion 1 0 {CustomPotionEffects:[{Id:1b,ShowParticles:0b}]}The reason
The following is based on decompiled version of Minecraft 1.9 using MCP 9.24 beta. All method and class names are the names used in the decompiled version.
The reason why this happens is that the method net.minecraft.potion.PotionUtils.func_185181_a(Collection<PotionEffect>) only calculates the color if the effect shows particles. This is done that way because the value 0 is used to indicate that no particles should be created. A third value should probably be added to indicate whether particle effects should be displayed or not. Another way to solve this could be to have one byte value instead of a boolean for whether or not the particles are ambient which stores a value representing the state, for example:
Value State 0 No particles 1 Particles 2 Ambient particles Affected methods
- net.minecraft.entity.EntityLivingBase.updatePotionEffects()
- net.minecraft.client.renderer.entity.RenderTippedArrow.getEntityTexture(EntityTippedArrow)
The bug
A potion with a potion effect that has ShowParticles set to 0b uses always the same color no matter what potion effect is used.
How to reproduce
- Use the following command to give yourself a potion with ShowParticles:1b
/give @p potion 1 0 {CustomPotionEffects:[{Id:1b,ShowParticles:1b}],Potion:"minecraft:water"}- Use the following command to give yourself a potion with ShowParticles:0b
/give @p potion 1 0 {CustomPotionEffects:[{Id:1b,ShowParticles:0b}],Potion:"minecraft:water"}The reason
The following is based on decompiled version of Minecraft 1.9 using MCP 9.24 beta. All method and class names are the names used in the decompiled version.
The reason why this happens is that the method net.minecraft.potion.PotionUtils.func_185181_a(Collection<PotionEffect>) only calculates the color if the effect shows particles. This is done that way because the value 0 is used to indicate that no particles should be created. A third value should probably be added to indicate whether particle effects should be displayed or not. Another way to solve this could be to have one byte value instead of a boolean for whether or not the particles are ambient which stores a value representing the state, for example:
Value State 0 No particles 1 Particles 2 Ambient particles Affected methods
- net.minecraft.entity.EntityLivingBase.updatePotionEffects()
- net.minecraft.client.renderer.entity.RenderTippedArrow.getEntityTexture(EntityTippedArrow)
is duplicated by
is duplicated by
The bug
A potion with a potion effect that has ShowParticles set to 0b uses always the same color no matter what potion effect is used.
How to reproduce
- Use the following command to give yourself a potion with ShowParticles:1b
/give @p potion1 0{CustomPotionEffects:[{Id:1b,ShowParticles:1b}],Potion:"minecraft:water"}- Use the following command to give yourself a potion with ShowParticles:0b
/give @p potion1 0{CustomPotionEffects:[{Id:1b,ShowParticles:0b}],Potion:"minecraft:water"}The reason
The following is based on decompiled version of Minecraft 1.9 using MCP 9.24 beta. All method and class names are the names used in the decompiled version.
The reason why this happens is that the method net.minecraft.potion.PotionUtils.func_185181_a(Collection<PotionEffect>) only calculates the color if the effect shows particles. This is done that way because the value 0 is used to indicate that no particles should be created. A third value should probably be added to indicate whether particle effects should be displayed or not. Another way to solve this could be to have one byte value instead of a boolean for whether or not the particles are ambient which stores a value representing the state, for example:
Value State 0 No particles 1 Particles 2 Ambient particles Affected methods
- net.minecraft.entity.EntityLivingBase.updatePotionEffects()
- net.minecraft.client.renderer.entity.RenderTippedArrow.getEntityTexture(EntityTippedArrow)
is duplicated by
is duplicated by
Duplicates MC-96426
Thank you for your report!
However, this issue has been closed as a Duplicate of MC-96426.
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
Thank you for your report!
However, this issue is a Duplicate of MC-96426 and MC-72774.
It has been linked to these reports. 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
Thank you for your report!
However, we are already tracking this issue, and this report is a Duplicate of MC-96426.
Please use the search function in the future to prevent duplicate reports.
Quick Links:
📓 Issue Guidelines – 💬 Community Support – 📧 Customer Support – ✍️ Feedback and Suggestions – 📖 Game Wiki
Black particles: MC-96426
Creepers spawning area effect clouds when they explode with an effect is a feature

Can confirm.
Invalid: all potions/arrows without "potion" tag are now purple (
MC-107192)Affects 16w38a even if the Potion tag is provided, updated commands
With multiple custom effects, this bugs occured when all effect have showparticles set to "0b".
If some effect have showparticles to 1b and others to 0b, the color mixer will ignore the color from the effect with showparticles to 0b (I don't know if it's intented or no).
Example:
/give @p minecraft:potion 1 0 {Potion:"minecraft:water",CustomPotionEffects:[{Id:6,ShowParticles:1b},{Id:8,ShowParticles:0b}]}EffectID 6: Red
EffectID 8: Green
The result will be a Red potion, not yellow because Id 8 (green) is ignored
Confirmed in 1.16.1.