Quote from 6TheMadHatter9»
Light level 0 is totally dark. What lightens it up is the light coming from the blocks further away.
Just like real life if you are in a room with no lights on it;s dark until you open the door to another room that has light in it. The light from that room will spill into the dark room.
Not true at all:
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.
https://minecraft.gamepedia.com/Light#Brightness
The game also has no such mechanics to make a dark room appear brighter just because there is some light coming in from far away - unless the actual light level rises to 1 or more (that is, the brightness at your position, not the far-away light source, which will be visible as long as it isn't so far away as to be obscured by fog).
Here is a better example, using more refined code since I made this thread:
The same image with enhanced brightness and contrast - the darkest areas are pure, pitch black, RGB(0,0,0), and no amount of image enhancements (or monitor settings) will ever let you see anything (you may see gray instead of black but there will be no details):
A comparison of the internal light tables on Moody (left) and Bright (right); the pixel in the upper-left corner corresponds to total darkness, which is RGB(0,0,0) in either case:
Also, I made it so that when you are below sea level fog is completely black unless there is sky light; I believe that current vanilla versions still darken fog as you go deeper (a remnant of the void fog code) but it doesn't go black until you reach the void:
As seen in this comparison fog color depends on how much sky light there is; as long as you aren't in the void it will be its normal (surface) color as long as you have skylight exposure, varying in darkness with the light level (and time of day). Note that even when a cave goes out of loaded chunks you can't see the sky, avoiding a sudden cutoff to visibility (this isn't much of an issue in vanilla unless your render distance is very low as individual caves/ravines are no more than 7 chunks long):
Here is my current lightmap code, which also avoids the issues I mentioned with Night Vision, including vanilla bugs (turning excessively orange or blue on Moody, as well as not being consistent as brightness varies; with this code it appears the same on Moody as on Bright):
private void refreshLightmap(float par1, WorldClient theWorld, EntityLivingBase thePlayer) { float[] brightnessTable = theWorld.provider.lightBrightnessTable; float gamma = this.minecraft.gameSettings.gammaSetting; boolean nightVision = thePlayer.isPotionActive(Potion.nightVision); float nvBrightness = (nightVision ? this.getNightVisionBrightness(thePlayer, par1, gamma / 10.0F) : 0.0F); boolean lightning = theWorld.lastLightningBolt > 0; float torchFlicker = this.torchFlickerX * 0.1F + 1.5F; float sunBrightness1 = theWorld.getSunBrightness(1.0F); float sunBrightness2 = sunBrightness1 * 0.65F + 0.35F; sunBrightness1 = sunBrightness1 * 0.95F + 0.05F; boolean isEnd = (theWorld.provider.dimensionId == 1); // With Night Vision active nvBrightness varies from 0.4 to 1.0; forces gamma // higher to fix discoloration near light sources on lower gamma settings if (nightVision) gamma = 0.968F + nvBrightness * nvBrightness * 0.2F; // Scales light levels so that levels 1-15 cover a wider range with lower levels // being darker than vanilla (level 15 is the same). Scales with gamma setting; // equivalent to (0.96 + 0.03) * scale - offset float offset = gamma * 0.11F; float scale = (offset + 1.0F) * 0.96F; offset = (offset + 1.0F) * 0.03F - offset; // When true sets a light level of (0,0) to total darkness boolean setBlackLevel = (theWorld.provider.dimensionId == 0 && !nightVision); for (int bl = 0; bl < 16; ++bl) { float blockLight = brightnessTable[bl] * torchFlicker; float blGreen = blockLight * (blockLight * 0.36F + 0.64F); float blBlue = blockLight * (blockLight * blockLight * 0.6F + 0.4F); for (int sl = 0; sl < 16; ++sl) { float skyLight = (lightning ? brightnessTable[sl] : brightnessTable[sl] * sunBrightness1); float skyBrightness = skyLight * sunBrightness2; float red = (skyBrightness + blockLight) * 0.96F + 0.03F; float green = (skyBrightness + blGreen) * 0.96F + 0.03F; float blue = (skyLight + blBlue) * 0.96F + 0.03F; if (isEnd) { red = 0.22F + blockLight * 0.75F; green = 0.28F + blGreen * 0.75F; blue = 0.25F + blBlue * 0.75F; } else if (this.bossStatus1 > 0.0F) { float mult = this.bossStatus2 + (this.bossStatus1 - this.bossStatus2) * par1; float inv = 1.0F - mult; red = red * inv + red * 0.7F * mult; green = green * inv + green * 0.6F * mult; blue = blue * inv + blue * 0.6F * mult; } if (red > 1.0F) red = 1.0F; if (green > 1.0F) green = 1.0F; if (blue > 1.0F) blue = 1.0F; if (nightVision) { float mult = 1.0F / red; if (mult > 1.0F / green) mult = 1.0F / green; if (mult > 1.0F / blue) mult = 1.0F / blue; float inv = 1.0F - nvBrightness; mult *= nvBrightness; red = red * inv + red * mult; green = green * inv + green * mult; blue = blue * inv + blue * mult; } float invRed = 1.0F - red; float invGreen = 1.0F - green; float invBlue = 1.0F - blue; float inv = 1.0F - gamma; red = red * inv + (1.0F - invRed * invRed * invRed * invRed) * gamma; green = green * inv + (1.0F - invGreen * invGreen * invGreen * invGreen) * gamma; blue = blue * inv + (1.0F - invBlue * invBlue * invBlue * invBlue) * gamma; // Multiplies values by scale and adds offset so range is expanded downwards (1 remains the same // while lower values progressively decrease) red = red * scale + offset; green = green * scale + offset; blue = blue * scale + offset; if (red > 1.0F) red = 1.0F; if (green > 1.0F) green = 1.0F; if (blue > 1.0F) blue = 1.0F; if (red < 0.0F) red = 0.0F; if (green < 0.0F) green = 0.0F; if (blue < 0.0F) blue = 0.0F; this.lightmapData[sl << 4 | bl] = -16777216 | (int)(red * 255.0F) << 16 | (int)(green * 255.0F) << 8 | (int)(blue * 255.0F); } } // Sets a light level of (0,0) to total darkness, not applied when Night Vision // is in effect or in the Nether/End if (setBlackLevel) this.lightmapData[0] = -16777216; this.lightmapTex.updateDynamicTexture(); this.updateLightmap = false; }
Also, a related issue is how easy it is to force permanent "Night Vision" by simply editing the game settings, which should also be fixed (aside from enabling exploits like this it is a leading cause of crashes and reinstallations (when they only had to delete options.txt) when downgrading, as the game doesn't apply any sort of bounds-checking to most of the settings). As with the light level 0 fix, there is no reason to object to this as the game has a legit way of enabling you to see in the dark (for Creative you can simply use commands or get a potion from the Creative inventory; alternatively, some way could be added to adjust the minimum brightness level from fully dark to fully bright but only for Creative/Spectator):
// Prevents user from editing options.txt to set gamma outside its valid range of 0-1 float f = this.minecraft.gameSettings.gammaSetting; if (f < 0.0F || f > 1.0F) { System.out.println("Warning: gammaSetting was outside of its expected range (0-1); was " + f); this.minecraft.gameSettings.gammaSetting = Math.max(0.0F, Math.min(1.0F, f)); }
1
Go to https://www.digminecraft.com/generators/summon_mob.php. It can help you with commands.
1
Maybe just use a different type of farm, maybe use docm's iron farm as it produces hundreds of iron per hour.
1
My first time playing MC: runs into the water. "How do I jump?" Later: drowns.
Yes I still remember that day...
1
Watch ibxtoycat's videos. In one video he showed a seed with a stronghold that has a full stronghold. I think you have to relay on creepers to get to it though.
1
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