In bigger caves and under overhangs you get sunlight as if there were no ceiling - mobs start bruning and the floor gets lit up.
This bug is 100% reproducable and not even hard to fix once you understand it:
Chunks get split in 16x16x16 Sections.
If a Section is empty it gets deleted from the save to make the world smaller (as in how much space it takes on the Harddrive). Sections in the same chunk assume that they must be exposed to sunlight if there is an empty (and thus deleted) section above it and act as if they were, creating ugly patches of light in big caves. This bug is almost exclusive to custom maps, since the terrain generation almost never produces caves that are big enough, but it is a gamebreaker in maps (makes them too easy and look ugly).
To fix this bug you don't have to rewrite the whole lighting system - simply let the sections check the whole chunk when calculating sunlight.
To recreate the bug, make an empty chunk (create a superflat world to speed this up) and put a ceiling at least 16 blocks above the ground, big enough to block all sunlight. Then restart the game. Now there should be sunlight (if it doesn't happen, raise the ceiling a bit, maybe it's still in the same esection) [NOTE: if it doesn't happen, try going away far enough to unload the chunk, wait a few seconds and then go back to it]
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Very big issue for custom maps with large caves and overhangs and such. Hope it gets noticed soon.

One possible way to at least prevent it from getting worse:
Instead of saying "a 16x16x16 mini chunk with no blocks is not stored", add in "a 16x16x16 mini chunks with no blocks and skylight 15 full sun exposure in all blocks is not stored.

Can confirm that I have the issue as well on a linux fedora 17 machine, with 64 bit java 1.6 (IcedTea)

We cant go into the Mines of Moria!!!!!! D:

You could, it would just be surprisingly well lit.
Except, occasionally, when the lighting gets rechecked and suddenly goes dark.
(Where's the opposite bug of areas being artificially dark when loaded?)

More screenshots of the actual consequences of the bug:
http://minus.com/m9DDNSBhYwO0u

I know Dinnerbone was working on the relight, then postponed it for 1.5 due to frustration. I guess it's better than what Notch did, but even so, I was really hoping for a permanent fix and lagg reduction.

Please don't report bugs as affecting future versions. You can't possibly have tested it.
Sascha Baer please remove the tags affecting version 1.4.4 and distant version 1.5

I've removed the future versions.

We want MORIA back

It would be nice to go to Moria again. And build Aglarond.

MCME wants their moria back! This is makin it impossible
To see one of the most biggest cave systems ever built in minecraft.
Fix it!

Restarting the game didn't do it, I always had to fly away and unload the chunk to make it happen.

@Christian: mmh... restarting the game usually reloads the chunks, but if that's the case I'll add that into the description

Really hope this gets fixed, lag is terrible.

Added a couple screenshots from my duplicate of the report. Note that the hole in the ceiling of the first one is to show the thickness of the ceiling and does not actually affect the bad lighting of the room.

The last image looks ok to me...

Well, I didn't do that last image, but I assume the area is completely enclosed and lightless, yet you can clearly light still getting in.

I assumed there's a hole almost above the player because sl=12. So he is 3 blocks beside the vertical line of the hole

There is no hole. The entire glitch is that light is passing through solid objects, as seen in my screenshots.

Are you sure there's no hole?
I've never saw it happen to me
The light level at the player is 12, should have a hole...

There isn't a hole. Trust me. The only reason there's a hole in one of my screenshots is to show the thickness of the ceiling, it wouldn't cause the effect shown.

Could someone having this issue be able to give a superflat world preset string with which to try and reproduce this, and specific instructions and video settings etc. I got interested on this but could not reproduce easily on 1.4.7 following the hints in description. (I used 20 blocks gap between lower ground and upper ground on a superflat world, but it behaved as expected all the time.)

Last pic was by me. It was taken on Vechs' Super Hostile #14 - Waking up, in Helix Cavern.
@Markku: Normal Superflat preset, make sure the area you incase has a whole chunk in it (like, from -5/-5 to 20/20). I just tested it, the bug's still there (obviously, it wasn't fixed)

I used normal superflat as the base string but added those 20 empty blocks and another layer of ground on top for the ceiling, so the ceiling was certainly more than whole chunk. That is why I asked for the very specifics. Sometimes even something as "irrelevant" as an offset of one block in height can affect the results.
(Edit: also, nobody has reported 1.4.7 to suffer from it.. maybe the bug was there, then was fixed, and has now creeped back.)

I am still experiencing this bug in Snapshot 13w06a, one picture is taken in the day and the other was taken at night.

Third shot by me is just to show the F3 screen to show that the sunlight is at a level of 15, of light.

I noticed that, i made a huge 200 x 130 x 50 blocks arena, all closed , and the lighting was still affecting it when it was supposed to be pit black

I've seen this in 1.4.7 but also in 13w06a

> I used normal superflat as the base string but added those 20 empty blocks and another layer of ground on top for the ceiling, so the ceiling was certainly more than whole chunk. That is why I asked for the very specifics. Sometimes even something as "irrelevant" as an offset of one block in height can affect the results.
The problem is the height factor. You need an empty 16 tall minichunk.
Normal superflat has values for 1 through 4. You would therefore need 17 through 32 to be empty. This means you need your roof at 33 or higher.

Ok I just found out some thing. If you make a large room (say 50x50x50) and you give it a two block laired roof you will not get the light glitch that you see in all the screenshots. The best part about it, it is repeatable! This was tested in snapshot 13w06a

The bug in the debug menu also causes the "sl" value to be 15 in full open sky even at night. I will put a picture of this with the night in the background above to show this.

sl and rl values in debug screen at night.

Large ceiling with lighting "stars." Ignore the top-left, that has a hole.

Since lighting got rewritten for 13w07a, this bug MIGHT be fixed. However I can not acess the snapshot downloat at the moment so I can't check if that's the case. Can someone who has acess to the snapshot test it real quick?
Edit: okay mojang.com is back up and they didn't include the fixed lighting. That means the bug still exists in 13w07a

It seems to be fixed, I'm not sure though so maybe someone else might want to check it too.

@Sascha Bear:
Lighting haven't got the whole rewrite yet, it's still too slow to release.

Minecraft hasn't always had these lighting issues. If only there were a reliable way to figure out exactly what change introduced what issue.

@Christian Burger We already know it is because of the raise in the default height level and the changes that had to be made to allow this increase in the first place.

Well, ok, but I meant ALL the lighting glitches. We've had dark spots since quite a bit before the increase in height.

Confirmed for 1.5.1 pre-release

This broke my mob grinder... π

Poor frapjump. In the mean time, see if doubling the thickness of the top ceiling helps. It did for my stuff.

I can add to this as I know where my light sources came from
I play skyblock and after a reset of my island I noticed phantom light sources and was able to figure where they came from
Please ignore the commentary as I made the video before I came across this page
for Note, even if you get rid of them, if you leave the chunk and come back later they reappear

This broke Vechs' Hostile Trails - Pigget Panic π

I had the same issue when making my custom map. Hope it gets fixed soon.

Is this bug still in 1.6.2 or 13w36a? Haven't seen it anywhere up to now ...

At least in 1.6.2 itβs still present.

Confirmed in 13w36b playing Vechs' Pigget Panic.
Edit: version b, didn't try a.

My solution: don't make overhangs

Confirmed.

Is this still a concern in the current Minecraft version 1.6.4 / Launcher version 1.2.5 ? If so, please update the affected versions in order to best aid Mojang ensuring bugs are still valid in the latest releases/pre-releases.

yes, I even got this problem in smaller rooms, maybe it's because I use mcedit...?

Tested in 1.6.4 and 13w38c. In both versions I created a superflat world with ground level at 16. The preset was "2;7,14x3,2;1". Then I built a section-aligned platform, i.e. leaving 16 air blocks below (I think anything β₯ 16 will do) and aligning the edges of the platform to multiples of 16 (I don't think this matters). You don't need to be quite as exact to reproduce the bug, but that's what I did and how you can reproduce my results exactly.
The result after building it:
[media]After reloading the world the shadow became a black square:
[media]When I move closer, the game tries to relight it:
[media]After punching a few holes and reloading:
[media]Block light is affected similarly (again after reloading):
[media]The lesson here is that you can't cheat on lighting. Don't assume empty sections are full of sky light, as was done initially. Don't assume a primitive model of light propagation will do. No light (except direct sunlight) can pass through an entire section without changing direction. But it does light surrounding sections directly and spread around, which obviously can't be ignored.
13w38c behaved identically. The launcher was 1.2.5.

Can't we just implement the lighting engine from crysis or something?

Still having issues with this in 13w41b :'(

This bug is a horror for a map maker, please fix!

Is this still a concern in the latest Minecraft version 14w03b? If so, please update the affected versions in order to best aid Mojang ensuring bugs are still valid in the latest releases/pre-releases.

This is still an issue, I was building a rollercoaster in a superflat world with big setpieces the rollercoaster goes through. One of these is in a very large dark room but the bug makes it look like there is sunlight inside. I made a video of the room and bug: http://www.youtube.com/watch?v=4UBPaK6oFsk
It really sucks and i put such effort building this room only to find this damn bug.

A big room I built with the bug.

Still present in 1.7.5.

Original poster or Mod, can we can an update to the affected versions, please? Both 1.7.9 and 14w19a, if you please.

OP, can we get an update of the affected versions field please? 14w21b.

I believe Dinnerbone mentioned, back around 1.4 or 1.5, all chunk sections below the heightmap are now always created because of this issue. I'd have to do some checking to make sure but if that's the case wouldn't this just be MC-7508 now? Specifically, is the problem that the heightmap (really it's a lightmap, ignores transparent blocks) is broken or does this still always happen regardless of what the heightmap is? To test that I suppose you'd want to test a more vanilla-like environment where you're carving a hole deep underground. The key point is that you have a lot of ground above your hole, at least 16 blocks.

Still reproduceable in 14w32d!

Is it reproduceable on new worlds though?
https://twitter.com/SeargeDP/status/491938604827295744

Is this still a concern in the current Minecraft version 1.8.1 Prerelease 3 / Launcher version 1.5.3 or later? If so, please update the affected versions in order to best aid Mojang ensuring bugs are still valid in the latest releases/pre-releases.
Make sure you are in a new world.

I'm seeing this in 15w42b.

Anyone getting this in 46a?

Confirmed for 1.8.9 and 15w51b.

relates to MC-29490

I can't confirm in 1.10.

Anybody able to confirm in 1.10?

Create a default superflat world. Run this command:
/fill ~-32 32 ~-32 ~31 32 ~31 stone
Only a few blocks are shadowed on the client. The server does immediately start spawning mobs. Spawning will follow a peculiar pattern along the southern and western edges, but manually placing zombies elsewhere under the roof doesn't make them burn. Apparently this is mostly or entirely a client-side bug.
This is in 1.10, by the way.

Yes, I can confirm that. I did something similar before, but it didn't work.

1. Why is this now a duplicate of a newer report? I think that's not how duplicates work?
2. This now has duplicates and is a duplicate. Can't a mod let a bot run over all the duplicates of this and change them to duplicates of the other one?

The other report has the actual issue triaged and has a Mojang developer assigned to it. To make it a duplicate of this we'd have to copy that description over here and mess with who is assigned to what which we don't like to do. As for the duplicates of this being moved to duplicates of that, yeah, that should probably be done.

Parent reports aren't always selected based on when they were reported. We at times choose other reports based on the information they provide and such.