Carpenter's Blocks

Carpenter's Blocks

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Carpenter's blocks lit with glowstone still allow mobs to spawn.

ElvishJerricco opened this issue · 22 comments

commented

The area appears lit up, and F7 (whichever mod adds the F7 ability...) doesn't show any red or yellow lines. But functionally, mobs will still spawn as if the block provided no light to the world.

I'm using FTB Infinity 1.2.0 which uses Carpenter's Blocks v3.3.5

commented

Is this fixed? Would like to use carpenters for hidden lights, but I'm afraid this may happen. Read on reddit that it was fixed...

commented

Fix is in development build only right now.

commented

I've noticed this issue, as well. Would love to be able to use the glowstone addon, but without blocking mob spawns it is decorative only. Here's hoping @Mineshopper finds the time to fix it!

commented

If you don't mind trying out the latest development build, I added one small change that could fix this issue.

commented

Sorry I missed that commit, I see it now (a922795). Thanks for hopefully fixing it!

The server where I've noticed this issue is running Direwolf20 1.4.1, but I can certainly try the dev build locally and see if I can reproduce.

commented

I didn't want to open a new issue for this as I have a hunch it is the same issue:

Glowstone in carpenter's blocks does not count as a valid light source for growing grass all crops.

Place carpenter's block. Light with glowstone. Grass won't grow.

Place a torch on top of that carpenter's block. Grass grows.

Using 3.3.7 dev.

FYI Carpenter's Torch does act as a valid light source for growing grass.

Update: further testing reveals Carpenter's Block with Glowstone Dust is not a valid light source for growing wheat, melon either.

commented

Any chance we could see a stable version of 3.3.7 so the recent changes could be slipped into Direwolf20 1.5.0 (http://www.feed-the-beast.com/direwolf20-150) before it leaves beta?

commented

I think the development build could use some more testing before considering it stable. The current build doesn't even have working tiles (fixed in git though). I would like to at least tackle this lighting bug once and for all.

It is a little strange that it still is not working like normal lighting (default block light is actually full brightness). I guess I need to keep digging.

commented

Thanks for the update, @Mineshopper!

commented

Please try the latest build to see if it resolves all the issues with lighting and mob spawns/crop growth.

commented

In 3.3.6 i had issues with lights randomly being off until i walked near them. Occasionally a roof lamp would still show up off when i'm 3 blocks away staring at it. Updating with 3.3.7 dev build all these issues seem gone, rooms better illuminated, slopes and garage doors still behaving.

But now as i'm writing this, a skeleton spawned in a 9x9 room with 4 carpenter's illuminated blocks on the floor. F7 shows no yellow or red crosses anywhere, they didn't show in 3.3.6 either. It doesn't matter how dark the top level of room is, only floor right?

commented

Monsters can spawn and fall down to ground level; there's a few adventure
maps that use this principle.
On Jul 26, 2015 8:35 AM, "Zaflis" [email protected] wrote:

In 3.3.6 i had issues with lights randomly being off until i walked near
them. Occasionally a roof lamp would still show up off when i'm 3 blocks
away staring at it. Updating with 3.3.7 dev build all these issues seem
gone, rooms better illuminated, slopes and garage doors still behaving.

But now as i'm writing this, a skeleton spawned in a 9x9 room with 4
carpenter's illuminated blocks on the floor. F7 shows no yellow or red
crosses anywhere, they didn't show in 3.3.6 either. It doesn't matter how
dark the top level of room is, only floor right?


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#234 (comment)
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commented

I'm quite sure the spawning mechanic searches downwards and checks light level of the solid block's top surface, not the air block. You see it in numerous youtube playthroughs where they put torches on ground everywhere to stop monsters spawning, even in tall spaces and it apparently is effective (assuming there is nothing to stand on in high places). http://minecraft.gamepedia.com/Spawn
Light level for spawning is 7 or less, so level 8 or higher will prevent it.

commented

It is possible I may have missed something that affects mob spawns. I can look into it again, but not certain I will be able to completely fix it.

commented

I don't know what happened in my house, but i can't reproduce it in creative world. Here's my test setup, which isn't spawning any monsters at all while that light block is there: http://oi60.tinypic.com/1i1ie.jpg
Walls are Dark glass, Ineffable glass and curtains, floor cursed earth.

commented

The cached lighting resulted in this behavior. I'm not entirely sure when the lights for blocks are cached away for mob spawn use, so I haven't fixed it... yet.

commented

Alright. In the meantime, is there anything we can do to work around this?

commented

Put up torches, glowstone... or anything glowing. It can't be disabled at the moment.

commented

I may be wrong, but shouldn't BlockCoverable.updateLightValue() be called when a piece of glowstone is added to a block? It's currently only called when a block is placed. Couldn't that be the cause of this bug?

commented

I gathered that the light map mobs rely on for spawning purposes is only updated if the block emits light. Because it's zero, it never recalculates. By setting the light value to at least 1, at least when it is updating the light map, may work. But I haven't tested. We would need to make sure it works without actually impacting the light value of the block.

It's basically another one of those areas where the static nature of blocks really gets in the way. No plans to work on this at the moment as I'm too busy with school.

commented

The vanilla redstone lamp works because the lit and the unlit one are two different blocks, replacing each other when the light level is supposed to change. I suppose it wouldn't be viable to do so here, since we're talking about tile entities rather than normal blocks. However, ThermalExpansion has a block with varying light emission, that is also a tile entity. Unfortunately the source code for it isn't available, so it isn't possible to see how they did it. Perhaps there is another mod that does something similar, where a solution can be copied from.

commented

That is one option, to have one base block without light and one with light. This would avoid the hassle of lighting/unlighting at specific times to update the light map accordingly.