| Type: | Bug | ||
| Reporter: | [Mod] turbo | Assignee: | Unassigned |
| Resolution: | Unresolved | Votes: | 24 |
| Labels: | beacon, boost, effect, jump, level | ||
| Attachments: |
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| Issue Links: |
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| Confirmation Status: | Confirmed | ||||||||||||||||||||||||||||||||
| Category: |
Beacon
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| Mojang Priority: | Low | ||||||||||||||||||||||||||||||||
| Area: | Gameplay | ||||||||||||||||||||||||||||||||
| Description |
The bugWhen 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
Code analysisCode analysis by marcono1234 can be found in this comment. Original Description: 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. |
| Comments |
| Comment by Mac Rat [ 11/Jun/23 ] |
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Affects 1.20.1 Release Candidate 1 |
| Comment by Brain81505 [ 01/Feb/23 ] |
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Can confirm in 23w06a and 1.19.3 |
| Comment by CallMeChris [ 05/Nov/21 ] |
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Requesting ownership of this issue since the owners account was deleted. |
| Comment by [Mod] Avoma [ 18/Aug/21 ] |
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Can confirm in 1.17.1. |
| Comment by bugsbugsbugs [ 18/Oct/20 ] |
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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. |
| Comment by [Helper] pine1needle [ 10/Feb/20 ] |
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20w06a is affected. |
| Comment by [Helper] pine1needle [ 17/Jan/20 ] |
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1.15.2 Pre-Release 2 is affected. |
| Comment by Oval [ 19/Sep/18 ] |
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Confirmed for 1.13.1. |
| Comment by Marcono1234 [ 29/May/16 ] |
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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. |
| Comment by Galaxy_2Alex [ 24/Oct/14 ] |
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Changed description to the better one from Varilence. |
| Comment by Varilence [ 02/Apr/14 ] |
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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. |
| Comment by Teijo Lukkarinen [ 11/Nov/12 ] |
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You can also downgrade a level II effect or deactivate regeneration by breaking the lowest layer and reactivate them by restoring the layer. |
| Comment by Chalmes (Jon) [ 07/Nov/12 ] |
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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. |