Trying out the new things in the snapshot I started testing the Daylight Sensor and found that encasing it completely in non-transluscent blocks made it work in reverse, there's no mention of this on the wiki or other sources that I've looked at so unless it's just not been mentioned yet I'm assuming it's a bug although a pretty cool one for working in mines etc.
Included Files show the setup I was using to test strengths in all 4 states; Open to the sky at 6250 & 17000
Encased at 6250 & 17000
P.S. In my opinion, if this isn't an intended feature it'd be good to have it as one as that would allow for people to build warning systems etc underground for night/day without running redstone down from the surface.
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This 'bug' doesn't seem to be fixed in snapshot 13w01b.
I like this functionality, so I hesitate to call it a bug.
Either rename it to a daylight clock or fix this to a light sensor. The way it works now it is actually a daylight clock instead of a sensor, either way a sensor would work on all light sources unless it works on the UV spectrum and can tell sunlight from other light sources.
This behavior makes it possible to count time during the night. So it's a good feature and should stay.
yeah, whatever. It still works in 15w46 and I hope it stays this way. This beviour does no harm and after a few years this could be seen as a feature of the daylight sensor.
This bug should be reopened as it is still present in 15w46a. To recreate dig a room out underground that is completely closed off from above. Place a lamp beside the daylight sensor. Set the time to anything between 14241 and 21659 and you'll see the lamp comes on.
Patrick, it's still based on a bug even if it's useful. It's a day*light* sensor, if there's no daylight (or 'moonlight') and it behaves rather erratically, it's clear it's not an intended feature.
Plus, does this bug even do anything now that cannot be achieved with proper skylight, daylight+inverted daylight sensors, and redstone logic? See Jeb's comment on July 30th 2014, inverted sensors were added to replace this bug. Use one of them either with a skylight, or above ground with redstone (or even piston activation) going down to your contraption.
Because honestly, if you just don't want your stuff to be reworked, that's not a reason to keep this. Daylight sensors working properly underground brings unique contraptions. Secret doors that open or close (or traps being set off!) when a room is broken into or sealed off. Jungle temples could explode if you try to bypass the puzzle (I was able to make a simple design to do this... but unfortunately it went off because the pistons moved too slowly to cover a daylight sensor before light got to it). Mapmakers could use it as a proximity sensor especially if the user can break a certain kind of block (or use TNT) to get to secrets/easter eggs. Anything close to that is currently impossible due to the false positives.
I'm sure above-ground sensors and redstone logic can replace the current buggy underground function. It seems like it currently just detects sunrise/sunset, regular gaining signal it should not have and inverted being even worse with being on almost all of the time and then dipping to 0 on sunrise/sunset. With above-ground sensors you could replicate that (or have only one if you wanted) by circuits that activate something else for a short time after they deactivate. (pistons would probably be a good way to achieve this).
One reason this is contentious is that daylight sensors aren't a simple on/off thing. They provide multiple gradations, so you can't only tell that there's light at all but also that it's roughly midday or whatever. The same goes for encased sensors at night. To replace this functionality you'd have to build an actual clock, and one that synchronizes with a daylight sensor at that to compensate for the chunk being unloaded. But the game doesn't owe this frankly crazy behavior to you. It also breaks some use cases like coverage detection as @unknown indicated.
I'm the one who originally documented the power levels on the wiki with any kind of precision, BTW. The wiki is just informal documentation by players, of variable quality. Definitely not a specification. I was also the one that calculated the exact distribution of the old broken dispensers (although I rounded them because they were fractions like 4569647174543/19203609600000, assuming a perfect RNG), before the distribution was made uniform across stacks. The distribution was heavily skewed towards the first items, rarely dispensing the last ones. Should they also have kept that just because it was documented?
Confirmed wrong ticket, this one is fixed in 13w01b.