In one of his videos, Direwolf20 was lamenting how hard it is to light up very large rooms adequately without putting light sources near the floor. So, I created a small mod to help with that. This mod currently provides just one item, the Floodlight. It produces light that propagates at full brightness for up to 64 blocks or until it hits a nonempty block.
The following screenshots illustrate the effect. The first one is lit just with a torch near the ceiling, and the second one has the floodlight turned on.
News
Version 1.11.2 Fixed last beam block not being removed when a floodlight is broken.
Floodlights now turn on and off slowly, to limit the number of lighting updates per tick. There should no longer be a lag spike when toggling a floodlight in a large open area. Version 1.11.1 Fixed lighting items not appearing on Greg's Lighting creative tab.
Version 1.11.0
Updated for Minecraft 1.7.10 and IC2 2.2.
Version 1.10.1
Fixed CreativeTabs-related crash on dedicated server.
Version 1.10.0
Updated for Minecraft 1.7.2.
Version 1.9.1
Updated for Minecraft 1.6.4.
Fixed crash on sprinting and jumping into a floodlight beam.
Hey mate, saw your post in Direwolf20's lets play thread, great mod, so many times I've wanted to light up a large room but don't like the idea of torches everywhere...
Maybe add an API so you can change the "spot" of the light, maybe from a 5x5 block radius to 20x20 block radius??
Rollback Post to RevisionRollBack
MY CREATIONS - Flat worlds, with caves, that assist in eliminating LAG caused by the Millenaire mod.
Maybe add an API so you can change the "spot" of the light, maybe from a 5x5 block radius to 20x20 block radius??
That could be a bit tricky to implement. Currently it works by placing a column of invisible blocks having a light level of 15, and the light falls off sideways from there according to the usual rules. I could reduce the spot size by lowering the light level, but that would make it less bright overall. To make it any larger, I would need to make the invisible block column bigger than 1x1, which could get messy.
Also I want to be careful how I use the 4-bit metadata field. I'm already using 1 bit for the on/off status, and I'd like to reserve the rest for possible orientation support in the future. I know I could attach a tile entity, but it would be nice if I could avoid that much complexity.
Wow.. This is a amazing idea. The other day I was playing minecraft, and had to place like 2 stacks of torches (literally) to cover my entire mine. and house area, this really helps alot
Hey greg, Zerren from IRC here, just gonna post here too about the small issue for posterity:
Quote from "Zerren" »
Any transparent block placed under the direct beam does NOT allow light to propagate downward, instead stopping the beam completely at the block. A glass block placed directly adjacent to the floodlight lamp face blocks any light whatsoever.
Haven't received any bug reports since the last prerelease, so I'm making an official release of 1.2.
I've made one small change since 1.2pre2 -- the IC2 floodlights are now more of a greenish-grey colour. I'm saving the blue-grey for a future Blulectric version.
I find this to be a wonderful mod but I seem to be unable to place the light so it shines down. It always points up and I'm unable to rotate it. Any ideas as to what I may be doing wrong?
It should be impossible for them to point up -- that's a requested feature, but nothing of the sort is implemented yet. Can you post a screenshot?
Are you sure you're not misinterpreting the appearance? There are some small ventilation slots on the top, but there should be a large circular area on the bottom, that's where the light beam comes out. Have you tried turning one on to see what direction the beam shines in?
Congrats on this mod being chosen for inclusion in the FTB mod pack. I have to ask like the other people, does the 1.3.1 version work for Minecraft 1.3.2?
Greg's Lighting
In one of his videos, Direwolf20 was lamenting how hard it is to light up very large rooms adequately without putting light sources near the floor. So, I created a small mod to help with that. This mod currently provides just one item, the Floodlight. It produces light that propagates at full brightness for up to 64 blocks or until it hits a nonempty block.The following screenshots illustrate the effect. The first one is lit just with a torch near the ceiling, and the second one has the floodlight turned on.
News
Version 1.11.2Fixed last beam block not being removed when a floodlight is broken.
Floodlights now turn on and off slowly, to limit the number of lighting updates per tick. There should no longer be a lag spike when toggling a floodlight in a large open area.
Version 1.11.1
Fixed lighting items not appearing on Greg's Lighting creative tab.
Version 1.11.0
Updated for Minecraft 1.7.10 and IC2 2.2.
Version 1.10.1
Fixed CreativeTabs-related crash on dedicated server.
Version 1.10.0
Updated for Minecraft 1.7.2.
Version 1.9.1
Updated for Minecraft 1.6.4.
Fixed crash on sprinting and jumping into a floodlight beam.
See the Forge Forum Topic for older news.
Home Page
Further information and download instructions can be found here:Minecraft Forge Forum Topic
See here for change history and development discussion.also heres some of my other spotlights so you can decide if youd like it:
If you have a better idea for what the texture should look like, I'm open to suggestions. I don't claim to be the world's greatest texture artist. :-)
Maybe add an API so you can change the "spot" of the light, maybe from a 5x5 block radius to 20x20 block radius??
That could be a bit tricky to implement. Currently it works by placing a column of invisible blocks having a light level of 15, and the light falls off sideways from there according to the usual rules. I could reduce the spot size by lowering the light level, but that would make it less bright overall. To make it any larger, I would need to make the invisible block column bigger than 1x1, which could get messy.
Also I want to be careful how I use the 4-bit metadata field. I'm already using 1 bit for the on/off status, and I'd like to reserve the rest for possible orientation support in the future. I know I could attach a tile entity, but it would be nice if I could avoid that much complexity.
Fixed (as much as I can) in version 1.1.
wonder if it would create a lot of lag if you place it sideways a little high up and turned it on
I've uploaded a prerelease of version 1.2 for anyone who would like to try it out. Main features of this version are:
http://www.cosc.canterbury.ac.nz/greg.ewing/minecraft/mods/GregsLighting/prerelease/
New in this release: IC2 Electric Floodlights
I've made one small change since 1.2pre2 -- the IC2 floodlights are now more of a greenish-grey colour. I'm saving the blue-grey for a future Blulectric version.
It should be impossible for them to point up -- that's a requested feature, but nothing of the sort is implemented yet. Can you post a screenshot?
Are you sure you're not misinterpreting the appearance? There are some small ventilation slots on the top, but there should be a large circular area on the bottom, that's where the light beam comes out. Have you tried turning one on to see what direction the beam shines in?
definitely following this mod.
Alright in that case I'll just have to wait. Can't wait for the update then.