It's not a bug, it's just posted as a bug. There's a specific little section added for it, I guess they wanted a terrible effect in the game?
It claims that Dinnerbone is assigned to fix the bug though. It's actually an effect made for caves, but it affects the surface too which is the bug part.
The void fog should not appear when you are above ground.
It makes sense that caves are dark.
But when you stand under a tree or a block outside?
What kind of stupidity is that?
Actually it doesn't really happen when you're under a tree because they don't really block light but I wonder how they would fix this, make some complicated system that creates shade based on if you're standing under smooth stone?
But then what if you had a smooth stone arch on your doorway of your house? I would like to see how this would be implemented without more lag.
Since this topic now seems to be about the dark sky bug, I'll add my two cents:
My guess would be that Dinnertard added this "feature" in an attempt to make caves more realistic, in the situations where the cave you are in extends beyond your render distance. In those cases, you would normally get a very bright patch of "sky" at the end of the cave, when in reality there was no opening there, just more dark cave. This was likely an attempt to "fix" that.
The problem is that the "effect" happens far more frequently in places where it shouldn't, than in the few places where it should, and even in the rare situations where it would be appropriate, it still doesn't look right, because you still see "sky". You just see darker sky.
Basically the idea and implementation were both just really dumb.
So whether it's a "bug" or just a "very broken feature" is a matter of debate, but it's obviously awful, and should be removed or corrected to work better.
On the opposite end of the scale if you play amplified and punch down from the sky to a hidden ravine the entire thing lights up like an airport from one open block.
Since there are no real shadows in the overworld created by small objects there should be no void effect except in caves or where overhangs are sufficiently big enough to cast shadows.
Well, exactly. There's enough other odd-ball lighting issues in the game, that introducing this "effect" in an obviously vain attempt to make one little aspect of the game look "better" was pretty stupid. Really the easiest fix to this broken mechanic would be to just remove the whole thing entirely. But I highly doubt Dinnertard will do that. He doesn't ever back off, no matter how stupid his ideas ultimately prove to be.
The dark sky bug is nothing new; try going under an overhang in 1.6.x, when on Tiny render distance, the entire "sky" will turn black and even on Far there is a slight darkening, if hardly noticeable. Also, I know how to eliminate it, which requires changing just one line of code so that the game always thinks the light level is maximum when calculating fog color; also the reason why it is so much more noticeable in 1.7.2. than 1.6.x appears to be the way they calculated it based on render distance, and the way render distance is represented changed (before it was 0 for Far, 1 for Normal, etc and now it is just the number of chunks).
That is, here is the code for 1.6.4 followed by 1.7.2, located in the misnamed "EntityRenderer" (which appears to have nothing at all to do with rendering entities):
(to get rid of the darkening, just set var1 to 1.0F, equivalent to light level 15)
If they really wanted to make caves look better underground on shorter render distances, they could have just done what happens to the void itself, which changes from blue to black when you go below sea level (best seen on a skyblock map, Superflat reduces this to y=0).
Also of note, the fog in the Nether is entirely different; fog is coded to actually come closer in the Nether, limiting the effective render distance to 6 chunks even if you set it higher (and is also just as easy to remove). Void fog is yet another form of fog, again unrelated to the other two effects.
You should really review the entire wiki with evidence from the code.
I'm surprised how off the wiki is half the time especially with so many people editing it. It still probably says that iron doors are counted for villages.
P.S. I think all my topics have exclamation points or question marks.
They say 1.7.5 and 1.7.6 will happen before 1.8.
MEEAP
Edit: Yep.
Praise be to Spode.
That isn't a bug. It was added during the 1.7 snapshots.
This topic is old, but just to clarify this (off-topic) comment:
No, it actually IS a bug.
Praise be to Spode.
Praise be to Spode.
But then what if you had a smooth stone arch on your doorway of your house? I would like to see how this would be implemented without more lag.
My guess would be that Dinnertard added this "feature" in an attempt to make caves more realistic, in the situations where the cave you are in extends beyond your render distance. In those cases, you would normally get a very bright patch of "sky" at the end of the cave, when in reality there was no opening there, just more dark cave. This was likely an attempt to "fix" that.
The problem is that the "effect" happens far more frequently in places where it shouldn't, than in the few places where it should, and even in the rare situations where it would be appropriate, it still doesn't look right, because you still see "sky". You just see darker sky.
Basically the idea and implementation were both just really dumb.
So whether it's a "bug" or just a "very broken feature" is a matter of debate, but it's obviously awful, and should be removed or corrected to work better.
That is, here is the code for 1.6.4 followed by 1.7.2, located in the misnamed "EntityRenderer" (which appears to have nothing at all to do with rendering entities):
(to get rid of the darkening, just set var1 to 1.0F, equivalent to light level 15)
If they really wanted to make caves look better underground on shorter render distances, they could have just done what happens to the void itself, which changes from blue to black when you go below sea level (best seen on a skyblock map, Superflat reduces this to y=0).
Also of note, the fog in the Nether is entirely different; fog is coded to actually come closer in the Nether, limiting the effective render distance to 6 chunks even if you set it higher (and is also just as easy to remove). Void fog is yet another form of fog, again unrelated to the other two effects.
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?