Just delete the offending modules from the jar or...
You can disable the modules from the ingame Mod menu, even
My problem was, I wanted some of the features a module and not other feature. What I did was removed the code
if (thePlayer.isBurning())
{
lightLevel = 15;
}
From PlayerSelfLightSource and the equivilant from PlayerOthersLightSource so this way I can still create light with torches in my hand but not when I am set on fire, my computer can't handle it, it's not very powerful. Some sort of "light while on fire" config option would be nice in the future.
I was not aware of any ingame Mod menu other then the L button to toggle everything on and off.
I'm playing on a Mac and I'm using the 1.7.2 version as well as the newest version of Forge. It says it is installed and behaving normally, but it is not emitting any light when I hold torches or any other light-emitting item! What's the problem?
I've got a problem on my single player forge client while using this mod (1.6.4), I keep getting an NPE in the console followed by:
[STDERR] at atomicstryker.dynamiclights.client.modules.EntityLivingEquipmentLightSource.getEquipmentLightLevel(EntityLivingEquipmentLightSource.java:91)
[STDERR] at atomicstryker.dynamiclights.client.modules.EntityLivingEquipmentLightSource.access$500(EntityLivingEquipmentLightSource.java:39)
[STDERR] at atomicstryker.dynamiclights.client.modules.EntityLivingEquipmentLightSource$EntityListChecker.run(EntityLivingEquipmentLightSource.java:194)
Anyone know the cause of this? I'm also running several other mods such as coroAI/weathermod, mo creatures, roguelike dungeons, ProjectRed, railcraft, etc.
The client isn't crashing because of this, but I'd like to figure out what's causing the errors.
Its a bug in dynamic lights related to entity equipment light. I think its fixed for the 172 version. It wasn't a major issue, as you said.
+ Dynamic Lights 1.3.2
+- some small internal changes
+- added module for flashlight type items (default: ender eye)
+- features a reasonably cheap simple mode (default)
+- and an expensive nonsimple mode (pc master race)
Nothing wrong with Macs XP Anyways, I'm really bad at anything even remotely resembling programming, can someone help me figure out how to make any enchanted item emit light instead of just gold enchanted?
Im not really sure how normal this is, but when I drop an item that I added to the no light if in water config, when it is put in water it works fine. But if I throw it in from higher up and let it light up before hitting the water, the light stays on underwater, and any items that are dropped do not light up again. I am using 1.6.4
I will do some testing tomorrow with a vanilla torch and no other mods then edit this post to let you know what I found.
Sorry to ask about a different mod but um, where's the pet bats thread? There's not a link on the page of your website and I'm getting nowhere with the forum search bar >.<;
For 164, it will crash the server. Do not use; it is client-side only.
This means: 164 single player, a dynamic light will affect the world; 164 SMP, it only affects your view.
Drop a torch down a hole, and look down -- SSP there will not be mob spawns in the light, SMP there will be.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
I am using the most current version and am experiencing some trouble. Handheld light sources do not do anything yet mobs on fire do. I simply dragged the mod into my mods folder, have not messed around with the config or anything. But when I hold a torch, or glowstone, or even throw it on the ground it doesnt seem to work.
I am using the most current version and am experiencing some trouble. Handheld light sources do not do anything yet mobs on fire do. I simply dragged the mod into my mods folder, have not messed around with the config or anything. But when I hold a torch, or glowstone, or even throw it on the ground it doesnt seem to work.
I think the mod itself is actually in the zip; check for a zip/jar within the zip
You managed to decompile and continue without me giving source code? O_O Bro, you are a god. Of course do whatever the [REDACTED] you want!!!! Good luck on it
I am using the most current version and am experiencing some trouble. Handheld light sources do not do anything yet mobs on fire do. I simply dragged the mod into my mods folder, have not messed around with the config or anything. But when I hold a torch, or glowstone, or even throw it on the ground it doesnt seem to work.
You're not answering that person's question so I assume you just have the same problem in which case I'd point you to the first person who quoted that problem who offered a solution. You have to unzip the mod, open the folder and find the folder within called mods and open that and drag both of those zips out to the main mods folder and don't touch it further than that.
My problem was, I wanted some of the features a module and not other feature. What I did was removed the code
From PlayerSelfLightSource and the equivilant from PlayerOthersLightSource so this way I can still create light with torches in my hand but not when I am set on fire, my computer can't handle it, it's not very powerful. Some sort of "light while on fire" config option would be nice in the future.
I was not aware of any ingame Mod menu other then the L button to toggle everything on and off.
[STDERR] at atomicstryker.dynamiclights.client.modules.EntityLivingEquipmentLightSource.getEquipmentLightLevel(EntityLivingEquipmentLightSource.java:91)
[STDERR] at atomicstryker.dynamiclights.client.modules.EntityLivingEquipmentLightSource.access$500(EntityLivingEquipmentLightSource.java:39)
[STDERR] at atomicstryker.dynamiclights.client.modules.EntityLivingEquipmentLightSource$EntityListChecker.run(EntityLivingEquipmentLightSource.java:194)
Anyone know the cause of this? I'm also running several other mods such as coroAI/weathermod, mo creatures, roguelike dungeons, ProjectRed, railcraft, etc.
The client isn't crashing because of this, but I'd like to figure out what's causing the errors.
+ Dynamic Lights 1.3.2
+- some small internal changes
+- added module for flashlight type items (default: ender eye)
+- features a reasonably cheap simple mode (default)
+- and an expensive nonsimple mode (pc master race)
I will do some testing tomorrow with a vanilla torch and no other mods then edit this post to let you know what I found.
Join us at our website: AIM Gaming
Wow, thanks, you're so nice and I'm obviously a total idiot, thank you so much, no really, I'm not being extremely sarcastic.
This means: 164 single player, a dynamic light will affect the world; 164 SMP, it only affects your view.
Drop a torch down a hole, and look down -- SSP there will not be mob spawns in the light, SMP there will be.
For 17x: I don't know.
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(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
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You're not answering that person's question so I assume you just have the same problem in which case I'd point you to the first person who quoted that problem who offered a solution. You have to unzip the mod, open the folder and find the folder within called mods and open that and drag both of those zips out to the main mods folder and don't touch it further than that.