[1.20.1] East/West facing drawers do not calculate lighting correctly
Chezzik opened this issue ยท 3 comments
Functional Storage Version:
functionalstorage-1.20.1-1.2.8
Titanium Version:
titanium-1.20.1-3.8.25
The drawer on the left side calculates light correctly (it matches the stone around it). The drawer on the right does not.
I found this while playing Stoneopolis (version B2.0). I'm using drawers with 'minecraft:stone' as the front face. When I place them in North-facing or South-facing walls, they look great, but in East/West walls, they frequently are very dark, and in some cases nearly completely black.
If I place an East-facing drawer in the air, it is fine. It is only when solid blocks are placed above, below, to the left, to the right, or any of the 4 diagonal positions (eg. up-right) that the light calculation is incorrect. The more blocks placed in these 8 positions, the darker the drawer face becomes.
Dynamic Lights (mod) is included in this pack (allows torches in hands to light the world), but I don't think it is to blame.
Ack, sorry for bothering you then!
EDIT: That other bug is closed, but nothing was fixed. There is a recommendation to change a setting in Forge, but that setting is something that the end user cannot change. I don't see any evidence that this is related to the experimental lighting system mentioned in that bug.
This needs to be reopened.
The other bug was closed without a fix. A workaround was given, but the workaround:
- Requires turning on a different lighting engine, which will likely cause issues with other mods.
- Requires changing a config file that gets rewritten when Forge starts up, so it's not a workable solution for those of us who don't want to recompile forge.
At the very least, I would like to see an explanation for why no other mod needs this experimental option turned on, yet FS does.
I've added a couple more screenshots here:
Notice how the 8 blocks around the edge of the drawer determines how much light the face gets. These shouldn't be considered at all. It seems like the light value is being computed for the wrong surface.