Exile
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Some blocks that ought to be solid allow light to pass through
I have an entrance to the underground city via air shafts that goes straight down via ropes and ladders as I was able to dig out the granite between each layer with my chisel. The top of this is covered over with granite blocks with mortar, a wooden trapdoor, and then a thatch roofed shelter as well. The sun is unable to reach into the shaft and the top section is dark.
While climbing directly down from the trapdoor under extreme meta-stim effects, I take sun damage during the daytime as though I am outside, even at -800 depth. There is bright light at many of the corridor junctions on levels where the air shafts pass through.
I'm not familiar enough with Exile code to figure out if the light is part of the schematics or generated via another process. Is the sun damage intentional or an oversight?
Sun damage for tech vampires is intentional, shafts being sunlight generators is not. I'm unsure if this is a schematic problem or a MT engine problem or what, but I'll look into it.
Testing shows that plugging a shaft with drystack renders it pitch black. This is probably down to some seemingly solid nodes having "param1 = light" set in their definition, which allows some amount of light to pass through even when "sunlight_propagates = false." Whether this is a MT engine bug or not is debatable, but it's likely that some nodes that currently behave this way should not do so. Any node that should block 100% of light beneath it should probably have param1 removed or set to none.