Minecraft is good at lighting sometimes, but not convincing when it comes to cave lighting. Night lighting is fine and somewhat realistic, but cave lighting always is bright enough to see. Even if there are no light sources, there is never a place in a cave where you'll struggle to see. That's why I almost never use torches in caves because I don't need them at all. Caves, when far from the surface and far from a light source, should get darker and darker and in some areas reach pitch black, making caves and cave exploration actually scary. This way, people will have to prepare more before just jumping down into a nearby cave with a wooden pickaxe 5 minutes after they spawn.
Also, torches should be better. I have no idea why Mojang hasn't implemented this yet, but when held, torches should actually emit light. It could be said this is just for lazy people who can't afford enough torches, but torches will still be needed to be placed in caves to lead the user to the surface or brighten up a large area.
I agree about the first and made a suggestion about it a while ago; a few simple changes to the code are all that are needed (I've implemented this in TMCW since then using a slightly different method which maintains Optifine compatibility and makes for true, total, utter darkness - as well as prevent the user from editing options.txt to set gamma outside of its intended range of 0-1, which IMO is a major exploit (values outside of this range break the gamma scaling, which is to change the curve between light levels and rendered brightness so a light level of 0 is always full darkness and 15 is always full brightness while values in between change); if you really need to see in the dark use Night Vision):
There's also no point in having "some" caves be totally dark, or get darker as you go deeper underground - just make a light level of 0 completely dark, anywhere (hence even the brightest light will only travel 14 blocks dropping to 0).
While the second would not be as bad for performance as often claimed (Optifine even adds it) I disagree that it should be added for the aforementioned reasons - why even bother crafting more than one torch (well, 4) if you don't need to actually place them (even without an offhand slot you can just place it and pick it up again when you are done)? You also actually reduce the mob threat by not lighting everything up since as you light up a cave system mobs become more concentrated in the remaining unlit areas.
I even give players an even better incentive to place torches in TMCW (if the total pitch darkness wasn't enough) - they can actually be used to map out caves (they show areas lit up with a light level of at least 6 (14 - 8) within 8 blocks of a torch (taxicab distance), and directly reachable so they cannot reveal caves behind walls):
If you are wondering, this gives you an idea of how I use torches:
This map (the lower half) was made possible entirely because of all the torches that I've placed; the mapping utility that I used only renders caves around torches (I even removed them from naturally generated mineshafts so they do not show up until I've explored them):
just change the brightness if you want it to look dark .-.
This is not good enough; the game only goes down to 5% of full brightness, as documented by the Wiki by actually measuring the screen brightness:
In the Overworld with the "Moody" brightness setting, full daylight reaches 98% brightness,[luma 1] while at night brightness is reduced to about 17%[luma 1] and is shaded blue. Full darkness is about 5% brightness.
Also, I really hate the way Moody lighting looks; much of the range is compressed into just 2-3 light levels (see light curves here) while the rest are too dark (not as in "can't see" but just not good enough if you want to light your house or a cave enough to clearly see ores in the ceiling and such).
Fun fact: Early versions of the game actually used a light curve similar to "bright", which is more linear, until Notch decided to change it (only later was a "brightness" setting added, first by Optifine, then as a vanilla feature):
Indev 0.31 Added 16 degrees of brightness, with a maximum of 15 for full daylight and a minimum of 0 for almost complete darkness. Brightness is a linear scale and represents its value divided by 15; for example 15 is 100% (15⁄15) and 13 is 86.67% (13⁄15).
What I expected to happen was...:
I went into a cave and expected to see nothing but pitch darkness
What actually happened was...:
I could see pretty well, enough for torches to be useless
Resolution: Works As Intended
So Mojang actually thinks that it is intended that caves aren't pitch black (and this is one reason why I stopped updating and went off to make my own "version" of the game years ago)! That said, you can get around this by adjusting your monitor; the last monitor that I had actually made it look completely dark but my current one was too bright and washed out until I set the gamma to nearly as low as it can go in the Windows display calibration tool (this is given as the reason for the slider in the first place, except it doesn't actually change brightness but gamma; the increase in brightness for a light level of 0 between Moody and Bright simply reflects the fact that light level 0 is not actually 0, which would otherwise not change). Even this did not make a light level of 0 dark enough so I modded the game to fix it.
I'm not a fan of this idea. Yes it is more realistic to make 0 light level absolutely pitch-black. But I also know why Mojang doesn't do that. If this were to change, anyone who happens to be in a dark area without Torches or other light sources would be absolutely screwed. Sure you could argue that anyone who manages to get in that situation deserves what is coming to them. But this isn't about punishing bad players (or it shouldn't be, IMO). This is just about keeping the game accessible and fair for players of all skill levels.
Now as an option on the brightness slider, I would be fine with that. Just have one tick below "Moody" for "Pitch Black". But it shouldn't exist across the board for everyone no matter what. As for the Torches, I agree with what TheMasterCaver said. Having torches held in your hand illuminate the area around you makes cave exploration too easy. If it was an end-game item that you found in the End, I would be okay with it because at that point caving isn't going to be a challenge to you anyways.
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Now as an option on the brightness slider, I would be fine with that. Just have one tick below "Moody" for "Pitch Black".
I'd want to be able to set brightness to "bright" yet still have complete darkness, not have to put up with "moody" lighting; actually, I modified Optifine to add another "brightness" slider:
"Brightness" acts like a multiplier (as opposed to changing gamma, which is fixed at the "bright" setting") and "offset" adds or subtracts a value from the multiplied light level; both can be independently adjusted:
// Range for brightness is 0.75 to 1.25 and offset is -0.25 to 0.25.
// In each case a slider value of 50% results in an unaltered image
// relative to brightness set to 100% in vanilla (brightness = 1.0, offset = 0.0)
float brightness = this.mc.gameSettings.gammaSetting * 0.5F + 0.75F;
float offset = this.mc.gameSettings.brightnessOffset * 0.5F - 0.25F;
var12 = (var16 * 0.96F + 0.03F) * brightness + offset;
var13 = (var17 * 0.96F + 0.03F) * brightness + offset;
var14 = (var18 * 0.96F + 0.03F) * brightness + offset;
(note that a value is multiplied by 0.96 then 0.03 is added - this is why it is not possible to have complete darkness in vanilla, and this value is then scaled by the gamma setting, which actually applies this calculation again so the non-zero offset compounds, hence minimum screen brightness is about 5% even on Moody. This is also why you have to apply a negative offset to make a light level of 0 appear totally dark so these offsets are overcome)
This was my first modification to fix this; since then I've altered the light table itself so a light level of 0 is completely dark while allowing you to change gamma between Moody and Bright and not modifying any classes that Optifine modifies so I can put it in a distributable mod (the modification to the light table is similar to what I did above but it operates at a different stage, which is why the multiplier is only 1.017857; I also subtract more from the level 0 value, and add a separate table (using vanilla values) so Night Vision doesn't glitch out, as it already does on Moody in vanilla. You can also use Optifine to load a custom lightmap, though in vanilla it has been hardcoded into the game since Beta or so):
static
{
// Initializes light tables
for (int i = 0; i <= 15; ++i)
{
float value = 1.0F - (float)i / 15.0F;
// Stores light levels for Overworld, rescales light level values by 1.017857 - 0.017857
// (- 0.022 for 0) so upper end remains the same while lower end decreases
overworldLightTable[i] = ((1.0F - value) / (value * 3.0F + 1.0F)) * 1.017857F - (i == 0 ? 0.022F : 0.017857F);
// Ensures that proper light levels are restored to the Nether when Night Vision wears off
netherLightTable[i] = (1.0F - value) / (value * 3.0F + 1.0F) * 0.9F + 0.1F;
// Night Vision uses vanilla light levels so it works properly
nightVisionLightTable[i] = (1.0F - value) / (value * 3.0F + 1.0F);
}
}
// Used to dynamically change light brightness table (called from World.getSunBrightness(),
// which is called by EntityRenderer.updateLightMap() prior to rendering each frame)
public void updateLightBrightnessTable()
{
EntityClientPlayerMP player = Minecraft.getMinecraft().thePlayer;
boolean hasNightVision = player != null && player.isPotionActive(Potion.nightVision);
for (int i = 0; i <= 15; ++i)
{
if (hasNightVision)
{
this.lightBrightnessTable[i] = nightVisionLightTable;
}
else if (this.isHellWorld)
{
this.lightBrightnessTable[i] = netherLightTable;
}
else
{
this.lightBrightnessTable[i] = overworldLightTable;
}
}
}
Minecraft is good at lighting sometimes, but not convincing when it comes to cave lighting. Night lighting is fine and somewhat realistic, but cave lighting always is bright enough to see. Even if there are no light sources, there is never a place in a cave where you'll struggle to see. That's why I almost never use torches in caves because I don't need them at all. Caves, when far from the surface and far from a light source, should get darker and darker and in some areas reach pitch black, making caves and cave exploration actually scary. This way, people will have to prepare more before just jumping down into a nearby cave with a wooden pickaxe 5 minutes after they spawn.
Also, torches should be better. I have no idea why Mojang hasn't implemented this yet, but when held, torches should actually emit light. It could be said this is just for lazy people who can't afford enough torches, but torches will still be needed to be placed in caves to lead the user to the surface or brighten up a large area.
I agree about the first and made a suggestion about it a while ago; a few simple changes to the code are all that are needed (I've implemented this in TMCW since then using a slightly different method which maintains Optifine compatibility and makes for true, total, utter darkness - as well as prevent the user from editing options.txt to set gamma outside of its intended range of 0-1, which IMO is a major exploit (values outside of this range break the gamma scaling, which is to change the curve between light levels and rendered brightness so a light level of 0 is always full darkness and 15 is always full brightness while values in between change); if you really need to see in the dark use Night Vision):
A light level of 0 should be totally dark
There's also no point in having "some" caves be totally dark, or get darker as you go deeper underground - just make a light level of 0 completely dark, anywhere (hence even the brightest light will only travel 14 blocks dropping to 0).
While the second would not be as bad for performance as often claimed (Optifine even adds it) I disagree that it should be added for the aforementioned reasons - why even bother crafting more than one torch (well, 4) if you don't need to actually place them (even without an offhand slot you can just place it and pick it up again when you are done)? You also actually reduce the mob threat by not lighting everything up since as you light up a cave system mobs become more concentrated in the remaining unlit areas.
I even give players an even better incentive to place torches in TMCW (if the total pitch darkness wasn't enough) - they can actually be used to map out caves (they show areas lit up with a light level of at least 6 (14 - 8) within 8 blocks of a torch (taxicab distance), and directly reachable so they cannot reveal caves behind walls):
If you are wondering, this gives you an idea of how I use torches:
This map (the lower half) was made possible entirely because of all the torches that I've placed; the mapping utility that I used only renders caves around torches (I even removed them from naturally generated mineshafts so they do not show up until I've explored them):
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
just change the brightness if you want it to look dark .-.
This is not good enough; the game only goes down to 5% of full brightness, as documented by the Wiki by actually measuring the screen brightness:
Also, I really hate the way Moody lighting looks; much of the range is compressed into just 2-3 light levels (see light curves here) while the rest are too dark (not as in "can't see" but just not good enough if you want to light your house or a cave enough to clearly see ores in the ceiling and such).
Fun fact: Early versions of the game actually used a light curve similar to "bright", which is more linear, until Notch decided to change it (only later was a "brightness" setting added, first by Optifine, then as a vanilla feature):
(based on "almost complete darkness" the game has never had total darkness)
Also, don't get your hopes up about Mojang fixing this:
So Mojang actually thinks that it is intended that caves aren't pitch black (and this is one reason why I stopped updating and went off to make my own "version" of the game years ago)! That said, you can get around this by adjusting your monitor; the last monitor that I had actually made it look completely dark but my current one was too bright and washed out until I set the gamma to nearly as low as it can go in the Windows display calibration tool (this is given as the reason for the slider in the first place, except it doesn't actually change brightness but gamma; the increase in brightness for a light level of 0 between Moody and Bright simply reflects the fact that light level 0 is not actually 0, which would otherwise not change). Even this did not make a light level of 0 dark enough so I modded the game to fix it.
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
If you use shaders then torches and other light emitting items actually give off light when held.
e
I'm not a fan of this idea. Yes it is more realistic to make 0 light level absolutely pitch-black. But I also know why Mojang doesn't do that. If this were to change, anyone who happens to be in a dark area without Torches or other light sources would be absolutely screwed. Sure you could argue that anyone who manages to get in that situation deserves what is coming to them. But this isn't about punishing bad players (or it shouldn't be, IMO). This is just about keeping the game accessible and fair for players of all skill levels.
Now as an option on the brightness slider, I would be fine with that. Just have one tick below "Moody" for "Pitch Black". But it shouldn't exist across the board for everyone no matter what. As for the Torches, I agree with what TheMasterCaver said. Having torches held in your hand illuminate the area around you makes cave exploration too easy. If it was an end-game item that you found in the End, I would be okay with it because at that point caving isn't going to be a challenge to you anyways.
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2775557-guidelines-for-the-suggestions-forum
I'd want to be able to set brightness to "bright" yet still have complete darkness, not have to put up with "moody" lighting; actually, I modified Optifine to add another "brightness" slider:
"Brightness" acts like a multiplier (as opposed to changing gamma, which is fixed at the "bright" setting") and "offset" adds or subtracts a value from the multiplied light level; both can be independently adjusted:
(note that a value is multiplied by 0.96 then 0.03 is added - this is why it is not possible to have complete darkness in vanilla, and this value is then scaled by the gamma setting, which actually applies this calculation again so the non-zero offset compounds, hence minimum screen brightness is about 5% even on Moody. This is also why you have to apply a negative offset to make a light level of 0 appear totally dark so these offsets are overcome)
This was my first modification to fix this; since then I've altered the light table itself so a light level of 0 is completely dark while allowing you to change gamma between Moody and Bright and not modifying any classes that Optifine modifies so I can put it in a distributable mod (the modification to the light table is similar to what I did above but it operates at a different stage, which is why the multiplier is only 1.017857; I also subtract more from the level 0 value, and add a separate table (using vanilla values) so Night Vision doesn't glitch out, as it already does on Moody in vanilla. You can also use Optifine to load a custom lightmap, though in vanilla it has been hardcoded into the game since Beta or so):
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?