Open Vaporwave-Skeleton opened 2 years ago
No worries about the logs. You've done an amazing job outlining the issue. Perhaps something that would help would be for you to create a world (or provide your current one) where this issue can be easily reproduced by the developers, just to make their lives a little easier. After you created a zip archive for the world, you could use WeTransfer for uploading (which is what Tyron tends to recommend for this).
I have created a world file using the same seed as the one I recorded in the video and built a rudimentary house in-game, The fog bug seems to be re-creatable under these conditions, Here is a link to the world file. I hope this helps even further :) Thank you copygirl for the suggestion! https://we.tl/t-wE9OaUMGfN
Ah sorry, didn't realize there was a report on this already, Still the extra details may be helpful for the programmers, is there a way we can merge reports or something?
This is one of those rare times I think I'm going to close the older issue as a duplicate. Not even sure if the fog mechanics are still the same 3 major versions later. But this issue has provided a lot more info.
Some technical info on this: The game reduces fog effects based on sun light levels, this is to avoid fog in caves.
Ideally we'd want to have the same effect for rooms, but that would break other things, such as no fog when looking outside a window.
The game engine right now only supports two modes of fog - one that increases over distance in every direction, and one that increases/decreases only based on y-position. This is because these two modes are light on the GPU, easy to implement and have little visual glitches.
Fixing this issue properly would require a very different (volumetric) fog system.
What about the unusual fog blocks that need to be replaced, or the darkness that occurs from the fog being inside? Do you think it would be possible to solve those issues? The darkness does not seem to be cosmetic, I believe it actually causes more enemies to spawn inside, Would there be any way to fix these even if the fog effect itself was still present?
Game Version: 1.15.9 (Stable) Platform: Windows Modded: Yes, I do not think they are relevant to the issue but I am using these: Anvil Metal Recovery Auto Map Markers Better Crates Bricklayers Carry Capacity Extra Chests FarmlandDropsSoil FastPitkilns Hudclock Medievalexpansion Meteoric Expansion Moredrygrass Quickstep Tradeomat Workbench expansion and of course, the 3 that come with the game (VSEssetials, VSCreative, VSSurvival) SP/MP: Both SP and MP, Happens to me and my Fiance both weather we are playing together or not.
Description
Fog appears to invade houses if they have a door or any windows, the fog creates darkness in any rooms it effects and will penetrate chiseled windows created with the bricklayers mod even if they are insulated surfaces on all sides. In addition to the lowered visibility, It seems to cause drifters to spawn more due to the darkness and will create seemingly arbitrary floating blocks that create more fog that must be replaced in order to stop. This issue is technically a combination of "Darkness Fog" going through doors and glass blocks and "Fog Blocks" appearing in insulated rooms. I have witnessed The Fog Blocks in completely insulated, well lit rooms with no doors or windows at all but unfortunately I do not have these on video.
How to reproduce
(I can't say for sure if if the issue will reproduce correctly as it seems to be partially weather dependent and may not effect all houses, I will instead list how I got this bug to happen at all) 1- Create a house with a series of rooms of varying dimensions and heights in a high up mountainous area with occasional fog 2- Install a door and/or windows exposed to the outside 3- Wait for foggy weather to happen, it is most noticeable during the day. 4- Check if your house appears foggier than usual, you can check by making a completely enclosed space with no doors, windows, or lack of lighting. It should get noticeably "warmer" looking and easier to see 5-To check for the invisible arbitrary fog blocks, section a room off into chunks (I suggest cutting it in half) and use noclip mode to fly between the newly created half sized rooms, eventually you will isolate the foggy sealed room to a single portion and can fill the room with blocks. Once you hit the fog block, the entire room should instantly appear to "warm up" in the same way it does when you barricade doors or windows with full blocks.
Expected behavior
It seems to me that a door or window should not allow fog into the house, at least not at this level, and indeed that arbitrary blocks should not be causing rooms to stay foggy and dark, as such the expected behavior is interior rooms not having fog or invisible fog blocks.
Screenshots
I have a video, not a screenshot. It does not showcase the fog blocks as I believe I have isolated all of them from my house already, and The process of finding one would yield a video too large for me to post on Github, but it does show off the fog going through doors and windows.
https://user-images.githubusercontent.com/97166286/148212544-4d6b9e9e-4ecb-4773-98f7-fad693003b09.mp4
Logs
The game does not crash as a result of this and as far as I know, none of the logs should be relevant to this issue. I do not know which ones I would even post that could elaborate on this.