Lightning Bolt spawned using spawn_entity object or summon_entity behavior doesn't work properly
Steps to reproduce
- Give an entity the minecraft:spawn_entity or minecraft:summon_entity component, and set the component up to spawn/summon a lightning bolt. You can use Messing Around.mcpack
, which replaces the evoker's fang/vex spells with a lightning bolt summoning spell. - Summon a villager at the position where the lightning bolt will be spawned by the custom entity, such that it cannot move.
- Wait for the entity to spawn the lightning bolt on the villager.
- Reload the world.
Expected results
In step (3) the lightning flashes, makes its sound, sets the ground on fire, and turns the villager into a witch.
Actual results
In step (3) the lightning bolt only flashes. After you reload the world in step (4) the ground will be on fire and the villager will be a witch. See Desynced lightning.mp4
Note
It looks lightning bolts used to display this behavior with the /summon command as well: MCPE-17295. Evidently the fix for that issue was not complete.
When attempting to add a component group with the spawn_entity object that summons a lightning bolt, the lightning bolt does appear, but there is no sound, no damage and no fire.
On the same world using the /summon command to summon a lightning bolt does summon a working lightning bolt.
Created Issue:
Lightning Bolt spawned using spawn_entity object doesn't work properly
When attempting to add a component group with the spawn_entity object that summons a lightning bolt, the lightning bolt does appear, but there is no sound, no damage and no fire.
On the same world using the /summon command to summon a lightning bolt does summon a working lightning bolt.
Lightning Bolt spawned using spawn_entity object or summon_entity behavior doesn't work properly
Steps to reproduce
- Give an entity the minecraft:spawn_entity or minecraft:summon_entity component, and set the component up to spawn/summon a lightning bolt. You can use Messing Around.mcpack
, which replaces the evoker's fang/vex spells with a lightning bolt summoning spell.
- Summon a villager at the position where the lightning bolt will be spawned by the custom entity, such that it cannot move.
- Wait for the entity to spawn the lightning bolt on the villager.
- Reload the world.
Expected results
In step (3) the lightning flashes, makes its sound, sets the ground on fire, and turns the villager into a witch.
Actual results
In step (3) the lightning bolt only flashes. After you reload the world in step (4) the ground will be on fire and the villager will be a witch.
When attempting to add a component group with the spawn_entity object that summons a lightning bolt, the lightning bolt does appear, but there is no sound, no damage and no fire.
On the same world using the /summon command to summon a lightning bolt does summon a working lightning bolt.
Steps to reproduce
- Give an entity the minecraft:spawn_entity or minecraft:summon_entity component, and set the component up to spawn/summon a lightning bolt. You can use Messing Around.mcpack
, which replaces the evoker's fang/vex spells with a lightning bolt summoning spell.
- Summon a villager at the position where the lightning bolt will be spawned by the custom entity, such that it cannot move.
- Wait for the entity to spawn the lightning bolt on the villager.
- Reload the world.
Expected results
In step (3) the lightning flashes, makes its sound, sets the ground on fire, and turns the villager into a witch.
Actual results
In step (3) the lightning bolt only flashes. After you reload the world in step (4) the ground will be on fire and the villager will be a witch.
When attempting to add a component group with the spawn_entity object that summons a lightning bolt, the lightning bolt does appear, but there is no sound, no damage and no fire.
On the same world using the /summon command to summon a lightning bolt does summon a working lightning bolt.
Steps to reproduce
- Give an entity the minecraft:spawn_entity or minecraft:summon_entity component, and set the component up to spawn/summon a lightning bolt. You can use Messing Around.mcpack
, which replaces the evoker's fang/vex spells with a lightning bolt summoning spell.
- Summon a villager at the position where the lightning bolt will be spawned by the custom entity, such that it cannot move.
- Wait for the entity to spawn the lightning bolt on the villager.
- Reload the world.
Expected results
In step (3) the lightning flashes, makes its sound, sets the ground on fire, and turns the villager into a witch.
Actual results
In step (3) the lightning bolt only flashes. After you reload the world in step (4) the ground will be on fire and the villager will be a witch. See Desynced lightning.mp4
![]()
When attempting to add a component group with the spawn_entity object that summons a lightning bolt, the lightning bolt does appear, but there is no sound, no damage and no fire.
On the same world using the /summon command to summon a lightning bolt does summon a working lightning bolt.
Steps to reproduce
- Give an entity the minecraft:spawn_entity or minecraft:summon_entity component, and set the component up to spawn/summon a lightning bolt. You can use Messing Around.mcpack
, which replaces the evoker's fang/vex spells with a lightning bolt summoning spell.
- Summon a villager at the position where the lightning bolt will be spawned by the custom entity, such that it cannot move.
- Wait for the entity to spawn the lightning bolt on the villager.
- Reload the world.
Expected results
In step (3) the lightning flashes, makes its sound, sets the ground on fire, and turns the villager into a witch.
Actual results
In step (3) the lightning bolt only flashes. After you reload the world in step (4) the ground will be on fire and the villager will be a witch. See Desynced lightning.mp4
![]()
Note
It looks lightning bolts used to display this behavior with the /summon command as well:
MCPE-17295. Evidently the fix for that issue was not complete.
When attempting to add a component group with the spawn_entity object that summons a lightning bolt, the lightning bolt does appear, but there is no sound, no damage and no fire.
On the same world using the /summon command to summon a lightning bolt does summon a working lightning bolt.
relates to
relates to
I run a bedrock server , and since the 1.17 update we have had entities despawning.
First instance was a Chicken cooker farm, 20 chickens were nametagged and led to top containing area where eggs are collected.
server command stop to shutdown the server.
Bedrockserver.exe ran to start a new instance of the server.
Upon logging in the chickens are gone and cooked chicken can be found in bottom collection chest.
Server upgraded to recent release 1.17.11.01
within 1 chunk, 8 individual sheep shearing farms were set up.
Sheeps were name tagged and colored.
server command stop to shutdown the server.
Bedrockserver.exe ran to start a new instance of the server.
Upon logging in three of the eight sheeps are gone and cooked mutton can be found in bottom collection chest with the wool.
Admin in creative mode, respawned sheep, re colored, renamed tagged, so entities was back up to 8, same server restart and was able to reproduce the issue.
update 09/16/2021
after servers had issue connecting to Microsoft account services, and services were restored more of the sheep were killed/despawned with cooked mutton in chest.
Reply from [Mod] GoldenHelmet: it sounds like your sheep may be getting struck by lightning, perhaps only on server restart. That sounds like both MCPE-121688 (lightning strikes through blocks) and MCPE-81913 (lightning not showing effects until world reload). It may be a BDS-specific combination of the two, i.e. lightning is not registering on the server until restart, and you have multiple lightning strikes following the pattern of MCPE-121688 stacked up. The storms may also be unnoticed due to MCPE-131325. Could you make a ticket for this in the BDS project?
This was reported in a comment on MCPE-21416 and I asked the user to create a separate BDS report for it. I have updated the summary to match what I think is happening.
It sounds like the sheep and chickens are getting struck by lightning on server restart. That sounds like both MCPE-121688 (lightning strikes through blocks) and MCPE-81913 (lightning not showing effects until world reload). MCPE-81913 is only confirmed for lightning summoned by other entities, but perhaps it affects all lightning on BDS.
The thunder storms may also be unnoticed due to MCPE-131325.
Not the same issue as MCPE-81913. Here, the "lightning" parameter just does nothing. However, it is documented to have a function here: https://docs.microsoft.com/en-us/minecraft/creator/reference/content/entityreference/examples/entitycomponents/minecraftcomponent_projectile
The attached snowball.json
adds "lightning": true to the "minecraft:projectile" component of the vanilla snowball. You can use this for testing.
Thank you for your report!
However, this issue has been temporarily closed as Awaiting Response
Is this still an issue in the latest version?
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Cleaning up old tickets: This ticket had been set to 'Awaiting Response', but has not received a response from the reporter (~3 months+) so is being closed as Incomplete. If you feel this is still a valid issue then please comment, or create a new ticket following the Issue Guidelines which includes steps to reproduce the problem.
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This is fixed as of 1.18.12 Hotfix.