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Posted (edited)

It would just make more sense if doors without any holes for light to pass through (so solid doors, 3-tall doors, gates, etc) blocked all light when they were closed. It feels weird to see all the light from outside leaking into my starter house with no windows when I replace my crude door and breaks the immersion a bit. I should be forced to get light sources!

The same should probably hold true for trapdoors in case mods add solid trapdoors.

Edited by objobj
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Posted

Welcome to the forums!

I can certainly feel you on this one, however historically doors were more like a barrier than a lightproof seal.
The tight seals we know from today is the wonder of advanced carpentry. But that have never stopped us... what if we could make a specific Light tight Door.

Or EVEN BETTER, what if a door would detect if it has support beams on the sides of it AND THAT would make it LightProof, then we can do Doorframes of any wood we like.

image.png.2ecf9bb6ec24ec33b6fd99e5fc0cbab3.png

I'd be MEGA fan of the 2nd option, Doorframes are cool.

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Posted

I think the main reason this the way that it is is that doors don't take up a full block of space, so if they blocked light, they would appear extremely dark on surfaces in a way that would look glitchy. If the lighting resolution was cranked up to the same scale (or down to the same scale?) as the finest chiseled blocks, this might be able to work and look nice, but I don't think that would play well with performance unless lighting LODs were implemented.

Posted

Welcome to the forums! I do agree that solid doors should dim the lighting in a room when closed(assuming no other light source), but they shouldn't block the light out entirely given the reasons other users have mentioned. Lighting in general is a little goofy at the moment, since lights can shine through solid blocks and whatnot. The system will likely receive some upgrades in the future, but I doubt it's any kind of priority at the moment.

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Posted
4 hours ago, Facethief said:

I think the main reason this the way that it is is that doors don't take up a full block of space, so if they blocked light, they would appear extremely dark on surfaces in a way that would look glitchy. If the lighting resolution was cranked up to the same scale (or down to the same scale?) as the finest chiseled blocks, this might be able to work and look nice, but I don't think that would play well with performance unless lighting LODs were implemented.

I mean, a slab can be well lit on the top side and not lit at all on the underside (if the underside is dark) so I don't see how this would be an issue with doors

Posted (edited)
2 hours ago, LadyWYT said:

Welcome to the forums! I do agree that solid doors should dim the lighting in a room when closed(assuming no other light source), but they shouldn't block the light out entirely given the reasons other users have mentioned. Lighting in general is a little goofy at the moment, since lights can shine through solid blocks and whatnot. The system will likely receive some upgrades in the future, but I doubt it's any kind of priority at the moment.

Replaced my door with vertical slabs to see what you mean and yeah the bit of weird lighting would be completely fixed by just dimming the outside light to light level 2 or something. Would also make more sense anyway with what Emeal said about doors historically not being airtight, so the reduced light level would represent the bit of light leaking through

Edited by objobj
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