Invisible blocks have their own problems. Namely, firstly, how do you decide where to place them in such a way that they won't be in the way of anything or overwrite any existing blocks. Secondly, I don't think the game can handle such rapid block updates, not to mention lighting updates. This is a workaround method that suffers the same problems that plague the original suggestion, minus the whole "lighting relies on blocks hence is a part of blocks" thing. You still have to update not only lighting, but blocks in general, every tick. Not to mention also solving the whole "where to place" problem, plus allowing the player to place blocks down and having the light select a new position within the same tick (as the light would flicker otherwise).
Honestly, if you're going to do this route, it'd be better to just overwrite the current block's light value directly every tick.
It can be placed on the block your player is in, it is just an Air block with a light value. Equivalent Exchange 3 uses the Arcane lamp this way.
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It can be placed on the block your player is in, it is just an Air block with a light value. Equivalent Exchange 3 uses the Arcane lamp this way.
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Actually this has been done by using an invisible block that will follow you around, it gives the light value of 15 around it and has no bounding box.
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Alpha Channel is pretty much opacity
https://en.wikipedia.org/wiki/RGBA_color_space
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Do you still want more?
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x. Am I cool yet?
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The text does look cool though.
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Nice network, good luck!