[MC-911] Sunlight in big caves and under overhangs Created: 27/Oct/12 Updated: 12/Jun/16 Resolved: 11/Jun/16 |
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| Status: | Resolved |
| Project: | Minecraft: Java Edition |
| Component/s: | None |
| Affects Version/s: | Minecraft 1.4.1, Minecraft 1.4.2, Minecraft 1.4.3, Minecraft 1.4.4, Minecraft 1.4.5, Snapshot 12w50a, Minecraft 1.4.6, Minecraft 1.4.7, Snapshot 13w04a, Snapshot 13w05b, Snapshot 13w06a, Snapshot 13w07a, Snapshot 13w10b, Minecraft 1.5, Minecraft 1.5.1, Minecraft 1.5.2, Minecraft 1.6.2, Minecraft 1.6.4, Minecraft 13w38a, Minecraft 13w38b, Minecraft 13w38c, Minecraft 13w39b, Minecraft 13w41a, Minecraft 13w41b, Minecraft 1.7.4, Minecraft 14w04b, Minecraft 14w05b, Minecraft 14w06a, Minecraft 14w06b, Minecraft 14w08a, Minecraft 1.7.5, Minecraft 14w10b, Minecraft 14w10c, Minecraft 1.7.9, Minecraft 14w18b, Minecraft 14w19a, Minecraft 14w21b, Minecraft 14w32d, Minecraft 15w42a, Minecraft 1.8.9, Minecraft 15w51b, Minecraft 1.9.4, Minecraft 1.10 |
| Fix Version/s: | None |
| Type: | Bug | ||
| Reporter: | Sascha Baer | Assignee: | Unassigned |
| Resolution: | Duplicate | Votes: | 148 |
| Labels: | lighting, overhang, space, sunlight | ||
| Environment: |
Win 7 64Bit with Java 7 but this doesn't matter for that bug. |
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| Confirmation Status: | Community Consensus | ||||||||
| Description |
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In bigger caves and under overhangs you get sunlight as if there were no ceiling - mobs start bruning and the floor gets lit up. This bug is 100% reproducable and not even hard to fix once you understand it: Chunks get split in 16x16x16 Sections. To fix this bug you don't have to rewrite the whole lighting system - simply let the sections check the whole chunk when calculating sunlight. To recreate the bug, make an empty chunk (create a superflat world to speed this up) and put a ceiling at least 16 blocks above the ground, big enough to block all sunlight. Then restart the game. Now there should be sunlight (if it doesn't happen, raise the ceiling a bit, maybe it's still in the same esection) [NOTE: if it doesn't happen, try going away far enough to unload the chunk, wait a few seconds and then go back to it] |
| Comments |
| Comment by [Mod] CubeTheThird [ 11/Jun/16 ] |
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Parent reports aren't always selected based on when they were reported. We at times choose other reports based on the information they provide and such. |
| Comment by Amaranth (Travis Watkins) [ 11/Jun/16 ] |
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The other report has the actual issue triaged and has a Mojang developer assigned to it. To make it a duplicate of this we'd have to copy that description over here and mess with who is assigned to what which we don't like to do. As for the duplicates of this being moved to duplicates of that, yeah, that should probably be done. |
| Comment by Fabian Röling [ 11/Jun/16 ] |
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1. Why is this now a duplicate of a newer report? I think that's not how duplicates work? |
| Comment by Fabian Röling [ 11/Jun/16 ] |
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Yes, I can confirm that. I did something similar before, but it didn't work. |
| Comment by jonathan2520 [ 11/Jun/16 ] |
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Create a default superflat world. Run this command: /fill ~-32 32 ~-32 ~31 32 ~31 stone Only a few blocks are shadowed on the client. The server does immediately start spawning mobs. Spawning will follow a peculiar pattern along the southern and western edges, but manually placing zombies elsewhere under the roof doesn't make them burn. Apparently this is mostly or entirely a client-side bug. This is in 1.10, by the way. |
| Comment by [Mod] redstonehelper [ 09/Jun/16 ] |
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Anybody able to confirm in 1.10? |
| Comment by Fabian Röling [ 09/Jun/16 ] |
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I can't confirm in 1.10. |
| Comment by user-f2760 (Inactive) [ 17/Feb/16 ] |
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relates to |
| Comment by James (inactive) [ 23/Dec/15 ] |
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Confirmed for 1.8.9 and 15w51b. |
| Comment by bob [ 13/Nov/15 ] |
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Anyone getting this in 46a? |
| Comment by Adan Chappuis [ 17/Oct/15 ] |
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I'm seeing this in 15w42b. |
| Comment by Galaxy_2Alex [ 24/Oct/14 ] |
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Is this still a concern in the current Minecraft version 1.8.1 Prerelease 3 / Launcher version 1.5.3 or later? If so, please update the affected versions in order to best aid Mojang ensuring bugs are still valid in the latest releases/pre-releases. Make sure you are in a new world. |
| Comment by qmagnet [ 12/Aug/14 ] |
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Is it reproduceable on new worlds though? |
| Comment by Tintti214 [ 11/Aug/14 ] |
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Still reproduceable in 14w32d! |
| Comment by Amaranth (Travis Watkins) [ 17/Jun/14 ] |
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I believe Dinnerbone mentioned, back around 1.4 or 1.5, all chunk sections below the heightmap are now always created because of this issue. I'd have to do some checking to make sure but if that's the case wouldn't this just be |
| Comment by Christopher Martin [ 16/Jun/14 ] |
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OP, can we get an update of the affected versions field please? 14w21b. |
| Comment by Christopher Martin [ 14/May/14 ] |
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Original poster or Mod, can we can an update to the affected versions, please? Both 1.7.9 and 14w19a, if you please. |
| Comment by MisterSanderson [ 07/Mar/14 ] |
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Still present in 1.7.5. |
| Comment by Vincent Reed [ 08/Feb/14 ] |
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A big room I built with the bug. |
| Comment by Vincent Reed [ 08/Feb/14 ] |
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This is still an issue, I was building a rollercoaster in a superflat world with big setpieces the rollercoaster goes through. One of these is in a very large dark room but the bug makes it look like there is sunlight inside. I made a video of the room and bug: http://www.youtube.com/watch?v=4UBPaK6oFsk |
| Comment by [Mod] Ezekiel (ezfe) [ 22/Jan/14 ] |
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Is this still a concern in the latest Minecraft version 14w03b? If so, please update the affected versions in order to best aid Mojang ensuring bugs are still valid in the latest releases/pre-releases. |
| Comment by Stan Loshon [ 17/Oct/13 ] |
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This bug is a horror for a map maker, please fix! |
| Comment by Dustin Held [ 14/Oct/13 ] |
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Still having issues with this in 13w41b :'( |
| Comment by Jesper the End [ 26/Sep/13 ] |
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Can't we just implement the lighting engine from crysis or something? |
| Comment by jonathan2520 [ 26/Sep/13 ] |
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Tested in 1.6.4 and 13w38c. In both versions I created a superflat world with ground level at 16. The preset was "2;7,14x3,2;1". Then I built a section-aligned platform, i.e. leaving 16 air blocks below (I think anything ≥ 16 will do) and aligning the edges of the platform to multiples of 16 (I don't think this matters). You don't need to be quite as exact to reproduce the bug, but that's what I did and how you can reproduce my results exactly. After reloading the world the shadow became a black square: When I move closer, the game tries to relight it: After punching a few holes and reloading: Block light is affected similarly (again after reloading): The lesson here is that you can't cheat on lighting. Don't assume empty sections are full of sky light, as was done initially. Don't assume a primitive model of light propagation will do. No light (except direct sunlight) can pass through an entire section without changing direction. But it does light surrounding sections directly and spread around, which obviously can't be ignored. 13w38c behaved identically. The launcher was 1.2.5. |
| Comment by Jesper the End [ 26/Sep/13 ] |
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yes, I even got this problem in smaller rooms, maybe it's because I use mcedit...? |
| Comment by [Mod] CubeTheThird [ 26/Sep/13 ] |
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Is this still a concern in the current Minecraft version 1.6.4 / Launcher version 1.2.5 ? If so, please update the affected versions in order to best aid Mojang ensuring bugs are still valid in the latest releases/pre-releases. |
| Comment by Vrej [ 21/Sep/13 ] |
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Confirmed. |
| Comment by Jesper the End [ 07/Sep/13 ] |
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My solution: don't make overhangs |
| Comment by theonecynic [ 07/Sep/13 ] |
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Confirmed in 13w36b playing Vechs' Pigget Panic. Edit: version b, didn't try a. |
| Comment by dirk (switched to Minetest) [ 05/Sep/13 ] |
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At least in 1.6.2 it’s still present. |
| Comment by _zombiehunter [ 05/Sep/13 ] |
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Is this bug still in 1.6.2 or 13w36a? Haven't seen it anywhere up to now ... |
| Comment by Zack Ridley [ 20/Jul/13 ] |
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I had the same issue when making my custom map. Hope it gets fixed soon. |
| Comment by theonecynic [ 09/Jul/13 ] |
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This broke Vechs' Hostile Trails - Pigget Panic |
| Comment by Glenn [ 16/May/13 ] |
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I can add to this as I know where my light sources came from for Note, even if you get rid of them, if you leave the chunk and come back later they reappear |
| Comment by asdf [ 30/Mar/13 ] |
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Poor frapjump. In the mean time, see if doubling the thickness of the top ceiling helps. It did for my stuff. |
| Comment by Frapjump [ 30/Mar/13 ] |
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This broke my mob grinder... |
| Comment by dirk (switched to Minetest) [ 19/Mar/13 ] |
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Confirmed for 1.5.1 pre-release |
| Comment by asdf [ 22/Feb/13 ] |
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Well, ok, but I meant ALL the lighting glitches. We've had dark spots since quite a bit before the increase in height. |
| Comment by Nicky Vermeersch [ 21/Feb/13 ] |
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@Christian Burger We already know it is because of the raise in the default height level and the changes that had to be made to allow this increase in the first place. |
| Comment by asdf [ 21/Feb/13 ] |
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Minecraft hasn't always had these lighting issues. If only there were a reliable way to figure out exactly what change introduced what issue. |
| Comment by Galaxy_2Alex [ 21/Feb/13 ] |
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@Sascha Bear: |
| Comment by Jesper the End [ 14/Feb/13 ] |
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It seems to be fixed, I'm not sure though so maybe someone else might want to check it too. |
| Comment by Sascha Baer [ 14/Feb/13 ] |
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Since lighting got rewritten for 13w07a, this bug MIGHT be fixed. However I can not acess the snapshot downloat at the moment so I can't check if that's the case. Can someone who has acess to the snapshot test it real quick? |
| Comment by Andrew Thomas [ 09/Feb/13 ] |
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Large ceiling with lighting "stars." Ignore the top-left, that has a hole. |
| Comment by Andrew Thomas [ 09/Feb/13 ] |
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sl and rl values in debug screen at night. |
| Comment by Andrew Thomas [ 08/Feb/13 ] |
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The bug in the debug menu also causes the "sl" value to be 15 in full open sky even at night. I will put a picture of this with the night in the background above to show this. |
| Comment by Jonathan Levasseur [ 08/Feb/13 ] |
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Ok I just found out some thing. If you make a large room (say 50x50x50) and you give it a two block laired roof you will not get the light glitch that you see in all the screenshots. The best part about it, it is repeatable! This was tested in snapshot 13w06a |
| Comment by Keybounce [ 07/Feb/13 ] |
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> I used normal superflat as the base string but added those 20 empty blocks and another layer of ground on top for the ceiling, so the ceiling was certainly more than whole chunk. That is why I asked for the very specifics. Sometimes even something as "irrelevant" as an offset of one block in height can affect the results. The problem is the height factor. You need an empty 16 tall minichunk. Normal superflat has values for 1 through 4. You would therefore need 17 through 32 to be empty. This means you need your roof at 33 or higher. |
| Comment by Jesper the End [ 07/Feb/13 ] |
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I've seen this in 1.4.7 but also in 13w06a |
| Comment by Abner Eduardo Silveira Santos [ 07/Feb/13 ] |
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I noticed that, i made a huge 200 x 130 x 50 blocks arena, all closed , and the lighting was still affecting it when it was supposed to be pit black |
| Comment by Jonathan Levasseur [ 07/Feb/13 ] |
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Third shot by me is just to show the F3 screen to show that the sunlight is at a level of 15, of light. |
| Comment by Jonathan Levasseur [ 07/Feb/13 ] |
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I am still experiencing this bug in Snapshot 13w06a, one picture is taken in the day and the other was taken at night. |
| Comment by Markku [ 07/Feb/13 ] |
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I used normal superflat as the base string but added those 20 empty blocks and another layer of ground on top for the ceiling, so the ceiling was certainly more than whole chunk. That is why I asked for the very specifics. Sometimes even something as "irrelevant" as an offset of one block in height can affect the results. (Edit: also, nobody has reported 1.4.7 to suffer from it.. maybe the bug was there, then was fixed, and has now creeped back.) |
| Comment by Sascha Baer [ 07/Feb/13 ] |
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Last pic was by me. It was taken on Vechs' Super Hostile #14 - Waking up, in Helix Cavern. @Markku: Normal Superflat preset, make sure the area you incase has a whole chunk in it (like, from -5/-5 to 20/20). I just tested it, the bug's still there (obviously, it wasn't fixed) |
| Comment by Markku [ 31/Jan/13 ] |
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Could someone having this issue be able to give a superflat world preset string with which to try and reproduce this, and specific instructions and video settings etc. I got interested on this but could not reproduce easily on 1.4.7 following the hints in description. (I used 20 blocks gap between lower ground and upper ground on a superflat world, but it behaved as expected all the time.) |
| Comment by asdf [ 31/Jan/13 ] |
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There isn't a hole. Trust me. The only reason there's a hole in one of my screenshots is to show the thickness of the ceiling, it wouldn't cause the effect shown. |
| Comment by Gabriel Salla [ 31/Jan/13 ] |
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Are you sure there's no hole? |
| Comment by asdf [ 31/Jan/13 ] |
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There is no hole. The entire glitch is that light is passing through solid objects, as seen in my screenshots. |
| Comment by Gabriel Salla [ 31/Jan/13 ] |
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I assumed there's a hole almost above the player because sl=12. So he is 3 blocks beside the vertical line of the hole |
| Comment by asdf [ 30/Jan/13 ] |
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Well, I didn't do that last image, but I assume the area is completely enclosed and lightless, yet you can clearly light still getting in. |
| Comment by Gabriel Salla [ 30/Jan/13 ] |
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The last image looks ok to me... |
| Comment by asdf [ 30/Jan/13 ] |
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Added a couple screenshots from my duplicate of the report. Note that the hole in the ceiling of the first one is to show the thickness of the ceiling and does not actually affect the bad lighting of the room. |
| Comment by Adrien Smith [ 17/Dec/12 ] |
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Really hope this gets fixed, lag is terrible. |
| Comment by Sascha Baer [ 04/Dec/12 ] |
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@Christian: mmh... restarting the game usually reloads the chunks, but if that's the case I'll add that into the description |
| Comment by asdf [ 04/Dec/12 ] |
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Restarting the game didn't do it, I always had to fly away and unload the chunk to make it happen. |
| Comment by willem [ 11/Nov/12 ] |
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MCME wants their moria back! This is makin it impossible |
| Comment by G D [ 10/Nov/12 ] |
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It would be nice to go to Moria again. And build Aglarond. |
| Comment by erik andersson [ 09/Nov/12 ] |
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We want MORIA back |
| Comment by Mustek [ 07/Nov/12 ] |
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I've removed the future versions. |
| Comment by Maarten Thijs [ 07/Nov/12 ] |
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Please don't report bugs as affecting future versions. You can't possibly have tested it. |
| Comment by Alexander Ryan [ 06/Nov/12 ] |
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I know Dinnerbone was working on the relight, then postponed it for 1.5 due to frustration. I guess it's better than what Notch did, but even so, I was really hoping for a permanent fix and lagg reduction. |
| Comment by Nicky Vermeersch [ 06/Nov/12 ] |
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More screenshots of the actual consequences of the bug: |
| Comment by Keybounce [ 06/Nov/12 ] |
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You could, it would just be surprisingly well lit. Except, occasionally, when the lighting gets rechecked and suddenly goes dark. (Where's the opposite bug of areas being artificially dark when loaded?) |
| Comment by Jack Morgan [ 05/Nov/12 ] |
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We cant go into the Mines of Moria!!!!!! D: |
| Comment by Nicky Vermeersch [ 04/Nov/12 ] |
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Can confirm that I have the issue as well on a linux fedora 17 machine, with 64 bit java 1.6 (IcedTea) |
| Comment by Keybounce [ 01/Nov/12 ] |
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One possible way to at least prevent it from getting worse: Instead of saying "a 16x16x16 mini chunk with no blocks is not stored", add in "a 16x16x16 mini chunks with no blocks and skylight 15 full sun exposure in all blocks is not stored. |
| Comment by Andrew Peterson [ 27/Oct/12 ] |
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Very big issue for custom maps with large caves and overhangs and such. Hope it gets noticed soon. |