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Bug
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Resolution: Fixed
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1.17.40.20 Beta, 1.17.30.24 Beta, 1.17.30.23 Beta, 1.17.30.22 Beta, 1.17.30.21 Beta, 1.17.30.20 Beta, 1.17.11 Hotfix, 1.17.20.22 Beta, 1.17.10, 1.16.0.64 Beta, 1.17.2 Hotfix
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Confirmed
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Multiple
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574564
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
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MCPE-17295 Command /summon lightningbolt delays lightning strike until the world is reloaded
- Resolved
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BDS-15206 Lighting strikes stack until server restart and strike through blocks
- Resolved