Open ThatLing opened 1 year ago
Note that moving to pre-existing light sources stops them from dying, but turning your light off and on again after getting the message does not. In-game this feels more like the system is lagging behind the player constantly moving but standing still after getting the notification does not seem to stop the suffocation as it still counts as dark.
The forewarning notification Pod people get that warns them that there's not much light in the area will be seen frequently while simply walking around before getting immersed in total "Darkness."
After some investigating, it seems like some turfs don't have their lighting corners set (e.g. lighting_corner_NE
). This happens in /datum/light_source/proc/update_corners
which is called from SSlighting fire.
After some investigating, it seems like some turfs don't have their lighting corners set (e.g.
lighting_corner_NE
). This happens in/datum/light_source/proc/update_corners
which is called from SSlighting fire.
Disregard this, the corners are for static lighting. turf.dynamic_lumcount
is used for dynamic lighting, maybe it's just not high enough?
Severity
Inconvenience
Short Description
Incorrect lumen calculation in some cases
Reproduction
Supposedly podpeople struggle on lavaland because they do not get enough light, even though they should have enough
Round ID
Any
Test Merges
No response
BYOND Username
No response
Was this done on a locally hosted or non-Yogstation hosted server?
None
Additional information
No response