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Posted

How are you making your blocks emit light values that travel further than normal?

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Posted (edited)

Placing "Air like" block that emits light (15) in example 4 block radius using BlockPos.getAllInBox.

Edited by DcZipPL
Posted

So when you break all of them, why isn’t lighting updating? I would do some debugging comparing what happens when you break a torch to what happens when you remove your light emitting air blocks.

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Posted (edited)

So it’s a vanilla bug?

 

If vanilla doesn’t re-render nearby chunks you can do it yourself. I do it in my mod NoCubes to update every block in a 4x4 radius rather than vanilla’s 3x3 but I don’t recommend it.

Edited by Cadiboo

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Posted
6 hours ago, DcZipPL said:

What I can do to remove that bug in my "air like" blocks?

You don't. It isn't a bug "in your blocks" its a bug in how vanilla handles lighting updates.

8 hours ago, Cadiboo said:

If vanilla doesn’t re-render nearby chunks you can do it yourself. I do it in my mod NoCubes to update every block in a 4x4 radius rather than vanilla’s 3x3 but I don’t recommend it.

 

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Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

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Posted (edited)
On 1/31/2020 at 7:00 PM, Cadiboo said:

I don’t recommend it.

In 1.12.2 it was very easy with RenderGlobal’s event listeners. However it now requires a coremod to modify the logic OR I think that when your block updates you can invoke a block update (World#notifyBlockUpdate) on blocks in early chunks form inside your own block’s onBreak code or something to fix this. As I said though, this is a vanilla bug and I would recommend against trying to fix it as there is a decent chance that you will cause a stack over flow from recursively updated chunks if two neighbouring chunks both contain your light.

 

That being said, if I was doing this I would make a coremod that hooked into the markRangeForRenderUpdate method and extend it (or also update blocks at the pos offset in each direction) by oldState#lightValue.

 

It might also be good to see if this bug occurs when placing new lights & if not investigate why the behaviour is different.

Edited by Cadiboo

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  • 1 year later...
Posted (edited)

I'm also getting these weird lighting issues, including indoor areas that should be totally dark but have light coming through from nowhere.

 

Isn't there a command or something to reset lighting? I can't imagine this existing as such an obvious issue. There must be a fix.

 

On the latest 1.16.5 Forge.

Edited by MCForgeFanatic
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