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MC-194486

Nightvision effect stops working in Custom Worlds where ambient light set to negative value

When you set the ambient light of a given dimension to a value below zero, like -0.1, the Night Vision effect no longer lights up darkened areas.

The motivation here was to make a datapack that darkened the caves and shadows of the Overworld, but this bug has been a big problem in dev.

With some experimenting, it looks like the cut-off point for the Night Vision effect breaking happens when the light level of a block is at 0 in a dimension where ambient light is set to -0.018. Anything above becomes hyper saturated, anything below becomes pitch black (see attached).

I think the problems has to be with the way the night effect "lights up" darkened areas. On a side note; Optifine torches work fine in dimensions with negative ambient light, regardless of the setting. Maybe that could be helpful?

Also, confirmed for 1.16.3. I've attached a few images of what it looks like in an Overworld with an ambient light of -0.02, along with a one-file datapack to show what I mean. The only value modified is "ambient_light" in overworld.json.

Attachments

Comments 4

Can you attach a screenshot with the F3 menu open?

I`ve attached a lightweight datapack to facilitate testing. 

Repackaged the post, added details, and some screenshots. I haven't gotten any feedback yet... Can anyone tell me if I'm doing this wrong?

Thanks. I know it's a small bug, but I really hope it gets fixed.

Cannot reproduce in 21w07a. Please check if you can still reproduce this issue in 21w07a or later.

Alex Lecuyer

(Unassigned)

Unconfirmed

(Unassigned)

command, rendering, world, world-generation

1.16.1, 20w29a, 1.16.2, 1.16.3, 20w46a, 20w51a

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