Some blocks with emissive effects don't get visually affected by the darkness pulsing effect, even though other light source blocks are. This list includes:
Magma blocks.
(Calibrated) Sculk sensors when they're active.
Open eyeblossoms.
Any block with a high
light_emission
value defined in a resource pack.
This might be intended as per MC-251694, but it causes some visual inconsistencies when they're placed along with other light emitting blocks when the player is under the darkness effect.
How to reproduce
Place a crying obsidian inside a dark place.
Place a magma block nearby.
Apply yourself the darkness effect.
Compare the visibility of both blocks in the darkness.
Expected result
The magma block would fade with the darkness pulsing effect along with other low light emitting blocks, like crying obsidian.
Observed result
The magma block texture remains bright, ignoring the darkness pulsing.
Attachments
Comments


Honestly, i'd consider sculks sensors acting like this intended to be consistent with the warden's glowing textures. Not sure about magma blocks.
Edit: Warden now tracked in MC-251694.
Can confirm in 1.19.1.
Can confirm in 1.19.2.

This now also affects any block that has a high light_emission
value in it's block model definition.