I've built several structures near the void in the server I play on, and know others on it do the same. It's one of the easiest ways to hide something large, and under the ocean there often isn't enough room to build above the void fog because the water takes up so much of the underground.
Remember, the fog starts to take effect at about 28 meters above the void, and increases until it obscures almost all visibility right next to bedrock.
Mind you, I'd be perfectly fine if void fog existed when the light level is low. But well lit underground structures shouldn't have so much fog.
I ask yet again. Why are you digging at bedrock depth? Mining? no. Inefficient, dangerous. Caves? No, they are filled with lava. Creative? Play Creative mode, where the void fog is supposedly (or going to be) disabled while in that mode.
...So, what's the issue here?
if you read the whole thread you can see taiin (sorry if i misspelled) has a good point if you make a adventure map its really annoying with parkor ( no idea how to spell it and spell check is no help) as i said parkor, or any general map you can't see anything so no one knows if they missed some clay ( common breakable brick) or a chest or a sign and for that matter a ladder out of there to the next part of the map.
I'm not knowledgeable about coding or game design, but wouldn't the easiest way to change how void fog works, is to implement a way that light from torches, glowstone etc remove void fog when placed?
I don't know about that, it seems obvious to me. Unless I'm missing something here.
Added 18 new language translations
Removed 4 language translations
Slightly smoothed color transitions between biomes
Added proper color transitions for the darkened Swamp Biomes into other biomes
Reduced brewing time to 20 seconds
Decreased randomness of Enchantment Tables
Changed spawning eggs colors to better represent their respective mobs they spawn
Spawning eggs also reordered in the Creative Inventory screen
Changed biomes to be slightly more varied, examples of which being hills in forests and deserts
Re-added Beaches after being removed in Beta 1.8
Added World Type options, currently only Default and Superflat
Removed collision box from ladders, meaning they are no longer solid and can not be stood on
Updated the Fence Gate collision and hit boxes to align with Fences
Items can be picked up in creative mode with a full inventory (confirmed)
Notable Bugs: (Complete bug list)
Game crashes on startup on some system
The hit box of open Fence Gates is the same as when they are closed, hence not matching the open shape
Zombie Pigmen are constantly hostile in the Nether outside of Creative Mode
Removed void fog <--- This is the part that confused me in meaning due to where it was placed in the wiki.
You claim that, yet handwave everyone else who disagrees this is a major issue. I have a map from the very early Alpha with stuff at bedrock. know what I do? Deal with it. it's like a bloody 5 block high area, and with torches, the light reduction is not crippling at all.
Why remove a interesting, unique feature, because a minority is angry that 5-6 blocks of their basement is darker then the rest...? That sounds very silly, and ignorant on your part.
My solution to this would be quite simple. Simply make it so bedrock 'fog' doesn't penetrate any non-natural (smoothstone, dirt, gravel, lava, water, etc) block. Place cobble, gray brick, yada yada as your floor down there, and whalla! No more annoying fog, while leaving its function alone.
The fog affects visuals in open spaces well above bedrock. 5 -6 blocks? ********. Some of us like to build deep down near diamond layer. If you don't fine. This 'feature' is hated by a lot of us. If you like it fine, but do not dismiss us so arrogantly. An option to turn off void fog would not hurt you one frakin bit. Stop telling other people how to play the game. Ass.
I used an NBT editor to switch my megabuild to a flatmap so people don't have to use that, but I still hate the fog in any game mode.
Exporing underground used to be pretty awesome It was neat being able to see some gigantic caverns, and it was plenty scary and atmospheric, since it was totally dark before you could plop down some torches, which entailed no small amount of risk. Even then, darker corners usually remain, unless someone is super industrious about placement, in which case FINE, let him have a well lit underground area. The fog just takes that away,
The fog is beyond stupid and needs to go. It doesn't add anything to the game.
This ^
You really have to be smoking some weird grasses to think that the fog adds any "ambience" to the game. It is a nuisance and nothing more.
As others said: Either Mojang takes the logical step and removes it or at least make it an option, or we'll continue to rely on mods and plugins to get rid of that piece of manure.
I still think a better way to have handled it from the start would be that the darkness at the lowest depths just requires more light penetration to make it brighter. Like a torch would only light half, or even 1/4 as much area as it does higher up.
This would still be darker, and spookier.. but would still also allow someone to torch/light the hell out of their area and make it as bright as it used to be. Everyone wins. But right now, you are unable to penetrate that black shroud even with a torch on every single square. It's just a moving, impenetrable wall of black.
The way it is now is lackluster and crappy. It looks ridiculous the way torches "fade" into view through that black shroud, as you walk.
I still think a better way to have handled it from the start would be that the darkness at the lowest depths just requires more light penetration to make it brighter. Like a torch would only light half, or even 1/4 as much area as it does higher up.
This would still be darker, and spookier.. but would still also allow someone to torch/light the hell out of their area and make it as bright as it used to be. Everyone wins. But right now, you are unable to penetrate that black shroud even with a torch on every single square. It's just a moving, impenetrable wall of black.
The way it is now is lackluster and crappy. It looks ridiculous the way torches "fade" into view through that black shroud, as you walk.
Before its official inception, a lot of people thought void fog would work exactly like this. It's like Notch aimed for an ambient dart-board and ended up hitting the broadside of a barn no one ever wanted to know existed as a rational excuse for ambient effects. (Rumor is he didn't know how to do that with the torches, similar to being able to hold them, and just decided to **** everyone who ever like building under-ground bases off royally.)
Mark me as disappointed by no fog removal in survival.
I like working at bedrock level and i was looking forward to a couple of projects.
Mostly i wanted my ore museum to be visable. I always go to bedrock at spawn - then i leave all the ore removing the rock. My little display museum of ore.
Rollback Post to RevisionRollBack
As without so within. ~~~
You don't need a spiritual leader to achieve enlightenment.
Remember, the fog starts to take effect at about 28 meters above the void, and increases until it obscures almost all visibility right next to bedrock.
Mind you, I'd be perfectly fine if void fog existed when the light level is low. But well lit underground structures shouldn't have so much fog.
Pipes
if you read the whole thread you can see taiin (sorry if i misspelled) has a good point if you make a adventure map its really annoying with parkor ( no idea how to spell it and spell check is no help) as i said parkor, or any general map you can't see anything so no one knows if they missed some clay ( common breakable brick) or a chest or a sign and for that matter a ladder out of there to the next part of the map.
http://imgs.xkcd.com/comics/frame.jpg
I don't know about that, it seems obvious to me. Unless I'm missing something here.
Is it because we have to convince Jeb that void fog needs to be changed?
Or is it because it's hard to do?(Did Jeb mention this anyway?)
Added 18 new language translations
Removed 4 language translations
Slightly smoothed color transitions between biomes
Added proper color transitions for the darkened Swamp Biomes into other biomes
Reduced brewing time to 20 seconds
Decreased randomness of Enchantment Tables
Changed spawning eggs colors to better represent their respective mobs they spawn
Spawning eggs also reordered in the Creative Inventory screen
Changed biomes to be slightly more varied, examples of which being hills in forests and deserts
Re-added Beaches after being removed in Beta 1.8
Added World Type options, currently only Default and Superflat
Removed collision box from ladders, meaning they are no longer solid and can not be stood on
Updated the Fence Gate collision and hit boxes to align with Fences
Items can be picked up in creative mode with a full inventory (confirmed)
Notable Bugs: (Complete bug list)
Game crashes on startup on some system
The hit box of open Fence Gates is the same as when they are closed, hence not matching the open shape
Zombie Pigmen are constantly hostile in the Nether outside of Creative Mode
Removed void fog <--- This is the part that confused me in meaning due to where it was placed in the wiki.
The fog affects visuals in open spaces well above bedrock. 5 -6 blocks? ********. Some of us like to build deep down near diamond layer. If you don't fine. This 'feature' is hated by a lot of us. If you like it fine, but do not dismiss us so arrogantly. An option to turn off void fog would not hurt you one frakin bit. Stop telling other people how to play the game. Ass.
I used an NBT editor to switch my megabuild to a flatmap so people don't have to use that, but I still hate the fog in any game mode.
Exporing underground used to be pretty awesome It was neat being able to see some gigantic caverns, and it was plenty scary and atmospheric, since it was totally dark before you could plop down some torches, which entailed no small amount of risk. Even then, darker corners usually remain, unless someone is super industrious about placement, in which case FINE, let him have a well lit underground area. The fog just takes that away,
This ^
You really have to be smoking some weird grasses to think that the fog adds any "ambience" to the game. It is a nuisance and nothing more.
As others said: Either Mojang takes the logical step and removes it or at least make it an option, or we'll continue to rely on mods and plugins to get rid of that piece of manure.
This would still be darker, and spookier.. but would still also allow someone to torch/light the hell out of their area and make it as bright as it used to be. Everyone wins. But right now, you are unable to penetrate that black shroud even with a torch on every single square. It's just a moving, impenetrable wall of black.
The way it is now is lackluster and crappy. It looks ridiculous the way torches "fade" into view through that black shroud, as you walk.
Before its official inception, a lot of people thought void fog would work exactly like this. It's like Notch aimed for an ambient dart-board and ended up hitting the broadside of a barn no one ever wanted to know existed as a rational excuse for ambient effects. (Rumor is he didn't know how to do that with the torches, similar to being able to hold them, and just decided to **** everyone who ever like building under-ground bases off royally.)
gargamel: http://www.gamefront.com/files/22576198/gargamel Converted.zip Glacier: PM Me
I like working at bedrock level and i was looking forward to a couple of projects.
Mostly i wanted my ore museum to be visable. I always go to bedrock at spawn - then i leave all the ore removing the rock. My little display museum of ore.
You don't need a spiritual leader to achieve enlightenment.