Redpower 2 Covers (Lighting Issues)

  • Please make sure you are posting in the correct place. Server ads go here and modpack bugs go here
  • The FTB Forum is now read-only, and is here as an archive. To participate in our community discussions, please join our Discord! https://ftb.team/discord

ShameWillFollow

New Member
Jul 29, 2019
52
0
0
This might be a pretty well known and easily solveable issue, but I haven't used much of these microblocks yet so I'm quite unfamiliar with them.

No matter what I try to do, the covers end up being 10x darker than it's full block counterpart. I was hoping that the full blocks and covers could blend together almost seemlessly, but it doesn't work so well when every microblock looks practically black.

I've tried all sorts of lighting methods, but even a torch placed directly on the cover itself only lights it up a very very tiny bit and makes almost no progress towards becoming the same color as the full block counterpart.
 

Malkeus Diasporan

New Member
Jul 29, 2019
56
0
0
The only solution to this I've found is to have the cover exposed to direct sunlight. Fun fact: The terrain UNDER the cover seems to get the correct light level, as though the covers let the light pass through. And yet, i'm pretty sure mobs can spawn on covers. Worst of all possible combinations of attributes IMO.

Heres a shot of my base that illustrates all this. The bright patch in the center is directly under a skylight; as you can see, as soon as a solid block is over the cover, it begins to darken. Even the covers right next to the glowstone don't light up very much. and the grass UNDER the covers is correctly lit, as though theres nothing blocking the light.

This is just one of the many bugs with redpower2, and honestly I hope Eloraam devotes her time to the world destroying and crash causing ones before tackling this one.
 

arkangyl

New Member
Jul 29, 2019
295
0
0
I think this is just an extension of the vanilla lighting engine's bugs with blocks that don't occupy a full space.
 

KhrFreak

New Member
Jul 29, 2019
689
1
0
yea as the above poster said it's just like vanilla's bug with slabs and stairs. Jeb is trying to get that fixed for 1.5 so hopefully the cover lighting will be fixed then too
 

Bluehorazon

New Member
Jul 29, 2019
293
0
0
Mobs can't spawn on covers. Mobs can only spawn on solid blocks, also they do not obstruct the view of the sky, which makes it possible to build solars over each other, if you stack Covers with Solars on top. Most of this is a requirement for them all being in the same blockID and exspecially the rendering is a vMC-issue which can be observed with vanilla-blocks too.
 
  • Like
Reactions: Zelfana

Bibble

New Member
Jul 29, 2019
1,089
0
0
One thing I found the other day was that this seemed to be fixed by turning smooth lighting on. Not an ideal solution for lower-spec machines, but I'll take what I can get.
 

Sphinx2k

New Member
Jul 29, 2019
195
0
0
One thing I found the other day was that this seemed to be fixed by turning smooth lighting on. Not an ideal solution for lower-spec machines, but I'll take what I can get.
yes you are right it depends on the graphic settings.
 

Bibble

New Member
Jul 29, 2019
1,089
0
0
Smooth lightning (at 1% or more with optifine, or enabled in vanilla) will "solve" the issue.
Yeah, if I had to guess, I'd say its an issue with the covers being made of solid blocks, but being technically transparent. I'd say its assigning the light level of the back side to the front, because its supposed to be transparent. Probably solved by an updated lighting engine.
 

Juanitierno

New Member
Jul 29, 2019
579
0
0
I think its using the block light instead of the total light.

When in F3 theres 3 values for light, block, sun, and the max of both that is the actual light, if you check F3 while near the RP2 microblocks theyr taking into account only 1 of those.

Also, i think the scale of "darkness" it heavier than for most blocks...