Sorry if I need to ask this question, but can anyone show me a screenshot of the Flood Light effect? I'm currently running on a 1.8 version of MC (yes, I know, I don't want to update to the latest version and lose compatibility with all my favorite mods), thus the 1.8 version of this mod, with Optifine running as well.
In addition, I've noticed that whenever I deleted the config file for Flood Light, it regenerated a new one on loading MC, which means this module isn't completely broken. However, when I went to check the list of installed mods, I noticed that this module didn't have Atomic's mod information on it, and it didn't give me the option to disable it as well (see attachments below).
Could this be Flood Light not available on the 1.8 version of this mod, or is it an incompatibility with Optifine (or Hardcore Darkness, since it overwrites brightness settings)?
Why is the 1.7.10 version of this mod messing with the animation of 3d item/entities? E.g when I throw a grenade in the Call to Battle mod (it isn't only happening in this mod, but ever other 3d item/entity mod,) it appears to drop straight to the ground (with its HUD icon) and then disappears when it hit the floor. it still has its regular entity/AI attributes, though.
Rollback Post to RevisionRollBack
There is one God. The creator of the heavens and the earth, who sent his son down to earth to save us... he loves you and he's pursuing you. Return to him.
...yeah, I'm one of THOSE guys.
"Some may say that you are a Christian because you were raised in a christian family, but even if my mother was a calculus teacher, no mater what she told me, two plus two would still equal four." - Dr. S. Jenkins
"I'm not a hater, I just know you're wrong. You need to realize that." - Unknown
Idk if it's just me doing it wrong, but in 1.11.2 I cannot add on custom items for the player, other players and other mobs. I also cannot modify the mobs brightness directly using the document with the mob names and "=0". I do believe it is supposed to be possible, and I used to make my items and armor cast off a bit of light as a cheat cheat when playing in single player. I don't know if you're literally unable to now or something along those lines, but I hope that you are. I tried at first to do an array of items (aka "iron_shovel-iron_axe-*-*=20") but that failed, so I then took time and effort to type them out individually.
The text from the files will be written out below.
dynamiclights_otherplayers.cfg
# Configuration file
general {
# Item IDs that shine light while held. Armor Items also work when worn. [ONLY ON OTHERS] Syntax: ItemID[-MetaValue]:LightValue, seperated by commas
S:LightItems=torch,glowstone=12,glowstone_dust=10,lit_pumpkin,lava_bucket,redstone_torch=10,redstone=10,iron_shovel-*-*=20,iron_pickaxe-*-*=20,iron_axe-*-*=20,bow-*-*=20,iron_sword-*-*=20,wooden_sword-*-*=20,wooden_shovel-*-*=20,wooden_pickaxe-*-*=20,wooden_axe-*-*=20,stone_sword-*-*=20,stone_shovel-*-*=20,stone_pickaxe-*-*=20,stone_axe-*-*=20,diamond_sword-*-*=20,diamond_shovel-*-*=20,diamond_pickaxe-*-*=20,diamond_axe-*-*=20,golden_sword-*-*=20,golden_shovel-*-*=20,golden_pickaxe-*-*=20,golden_axe-*-*=20,wooden_hoe-*-*=20,stone_hoe-*-*=20,iron_hoe-*-*=20,diamond_hoe-*-*=20,golden_hoe-*-*=20,leather_helmet-*-*=20,leather_chestplate-*-*=20,leather_leggings-*-*=20,leather_boots-*-*=20,chainmail_helmet-*-*=20,chainmail_chestplate-*-*=20,chainmail_leggings-*-*=20,chainmail_boots-*-*=20,iron_helmet-*-*=20,iron_chestplate-*-*=20,iron_leggings-*-*=20,iron_boots-*-*=20,diamond_helmet-*-*=20,diamond_chestplate-*-*=20,diamond_leggings-*-*=20,diamond_boots-*-*=20,golden_helmet-*-*=20,golden_chestplate-*-*=20,golden_leggings-*-*=20,golden_boots-*-*=20,fishing_rod-*-*=20
# Update Interval time for all other player entities in milliseconds. The lower the better and costlier.
I:"update Interval"=1000
}
dynamiclights_theplayer.cfg
# Configuration file
general {
# Item IDs that shine light while held. Armor Items also work when worn. [ONLY ON YOURSELF]
S:LightItems=torch,glowstone=12,glowstone_dust=10,lit_pumpkin,lava_bucket,redstone_torch=10,redstone=10,golden_horse_armor=15,iron_shovel-*-*=20,iron_pickaxe-*-*=20,iron_axe-*-*=20,bow-*-*=20,iron_sword-*-*=20,wooden_sword-*-*=20,wooden_shovel-*-*=20,wooden_pickaxe-*-*=20,wooden_axe-*-*=20,stone_sword-*-*=20,stone_shovel-*-*=20,stone_pickaxe-*-*=20,stone_axe-*-*=20,diamond_sword-*-*=20,diamond_shovel-*-*=20,diamond_pickaxe-*-*=20,diamond_axe-*-*=20,golden_sword-*-*=20,golden_shovel-*-*=20,golden_pickaxe-*-*=20,golden_axe-*-*=20,wooden_hoe-*-*=20,stone_hoe-*-*=20,iron_hoe-*-*=20,diamond_hoe-*-*=20,golden_hoe-*-*=20,leather_helmet-*-*=20,leather_chestplate-*-*=20,leather_leggings-*-*=20,leather_boots-*-*=20,chainmail_helmet-*-*=20,chainmail_chestplate-*-*=20,chainmail_leggings-*-*=20,chainmail_boots-*-*=20,iron_helmet-*-*=20,iron_chestplate-*-*=20,iron_leggings-*-*=20,iron_boots-*-*=20,diamond_helmet-*-*=20,diamond_chestplate-*-*=20,diamond_leggings-*-*=20,diamond_boots-*-*=20,golden_helmet-*-*=20,golden_chestplate-*-*=20,golden_leggings-*-*=20,golden_boots-*-*=20,fishing_rod-*-*=20
# Item IDs that do not shine light when held in water, have to be present in LightItems.
S:TurnedOffByWaterItems=
}
dynamiclights_mobequipment.cfg
# Configuration file
general {
# Item and Armor IDs that shine light when found on any EntityLiving. Syntax: ItemID:LightValue, seperated by commas
S:LightItems=torch,glowstone=12,glowstone_dust=10,lit_pumpkin,lava_bucket,redstone_torch=10,redstone=10,iron_shovel-*-*=20,iron_pickaxe-*-*=20,iron_axe-*-*=20,bow-*-*=20,iron_sword-*-*=20,wooden_sword-*-*=20,wooden_shovel-*-*=20,wooden_pickaxe-*-*=20,wooden_axe-*-*=20,stone_sword-*-*=20,stone_shovel-*-*=20,stone_pickaxe-*-*=20,stone_axe-*-*=20,diamond_sword-*-*=20,diamond_shovel-*-*=20,diamond_pickaxe-*-*=20,diamond_axe-*-*=20,golden_sword-*-*=20,golden_shovel-*-*=20,golden_pickaxe-*-*=20,golden_axe-*-*=20,wooden_hoe-*-*=20,stone_hoe-*-*=20,iron_hoe-*-*=20,diamond_hoe-*-*=20,golden_hoe-*-*=20,leather_helmet-*-*=20,leather_chestplate-*-*=20,leather_leggings-*-*=20,leather_boots-*-*=20,chainmail_helmet-*-*=20,chainmail_chestplate-*-*=20,chainmail_leggings-*-*=20,chainmail_boots-*-*=20,iron_helmet-*-*=20,iron_chestplate-*-*=20,iron_leggings-*-*=20,iron_boots-*-*=20,diamond_helmet-*-*=20,diamond_chestplate-*-*=20,diamond_leggings-*-*=20,diamond_boots-*-*=20,golden_helmet-*-*=20,golden_chestplate-*-*=20,golden_leggings-*-*=20,golden_boots-*-*=20,fishing_rod-*-*=20
# Update Interval time for all EntityLiving in milliseconds. The lower the better and costlier.
I:"update Interval"=1000
}
Oh it works, but minecraft can't process light values of 20. 15, or just "fishing_rod" for example. They are wildcarded unless otherwise specified.
So the default value is also the max value it can process? Or if not, what is the maximum? Also, "fishing_rod" is an item data ID that I specified to have a light value.
Edit:
Just to test, I removed the values and equals signs to see if they would wildcard the values like you said. For some reason, the area I stood on was lit up as I joined, but the source didn't follow me when I walked. When I equipped and unequipped a torch, the light moved to my current location and didn't vanish when I put the tool away. Could the lights be breaking because I'm using shaders? Or could it just be because of other mods I have?
So the default value is also the max value it can process? Or if not, what is the maximum? Also, "fishing_rod" is an item data ID that I specified to have a light value.
Edit:
Just to test, I removed the values and equals signs to see if they would wildcard the values like you said. For some reason, the area I stood on was lit up as I joined, but the source didn't follow me when I walked. When I equipped and unequipped a torch, the light moved to my current location and didn't vanish when I put the tool away. Could the lights be breaking because I'm using shaders? Or could it just be because of other mods I have?
If you have optifine, try enable dynamic updates and anything else to do with chunk updates. That's what fixed it for me.
Rollback Post to RevisionRollBack
There is one God. The creator of the heavens and the earth, who sent his son down to earth to save us... he loves you and he's pursuing you. Return to him.
...yeah, I'm one of THOSE guys.
"Some may say that you are a Christian because you were raised in a christian family, but even if my mother was a calculus teacher, no mater what she told me, two plus two would still equal four." - Dr. S. Jenkins
"I'm not a hater, I just know you're wrong. You need to realize that." - Unknown
There is one God. The creator of the heavens and the earth, who sent his son down to earth to save us... he loves you and he's pursuing you. Return to him.
...yeah, I'm one of THOSE guys.
"Some may say that you are a Christian because you were raised in a christian family, but even if my mother was a calculus teacher, no mater what she told me, two plus two would still equal four." - Dr. S. Jenkins
"I'm not a hater, I just know you're wrong. You need to realize that." - Unknown
1.12 was just released and obviously 1.11 doesn't work in 1.12 oh god
be more patient
Yeah, what could possibly have given them the idea that they could download it for 1.12? Entitled kids these days not reading anything when they want a mod updated...
Yeah, what could possibly have given them the idea that they could download it for 1.12? Entitled kids these days not reading anything when they want a mod updated...
he said it may have issues i was referring to the 1.12 version of the mod not actually MC but my bad i didn't specify
I want to use this mod in the movie. If I can not use it,please tell me.
I am not good at English,so I am sorry that my English is not right.
Sorry if I need to ask this question, but can anyone show me a screenshot of the Flood Light effect? I'm currently running on a 1.8 version of MC (yes, I know, I don't want to update to the latest version and lose compatibility with all my favorite mods), thus the 1.8 version of this mod, with Optifine running as well.
In addition, I've noticed that whenever I deleted the config file for Flood Light, it regenerated a new one on loading MC, which means this module isn't completely broken. However, when I went to check the list of installed mods, I noticed that this module didn't have Atomic's mod information on it, and it didn't give me the option to disable it as well (see attachments below).
Could this be Flood Light not available on the 1.8 version of this mod, or is it an incompatibility with Optifine (or Hardcore Darkness, since it overwrites brightness settings)?
Yes but, This also occurred in 1.7.10 so I don't think it's a new feature.
Why is the 1.7.10 version of this mod messing with the animation of 3d item/entities? E.g when I throw a grenade in the Call to Battle mod (it isn't only happening in this mod, but ever other 3d item/entity mod,) it appears to drop straight to the ground (with its HUD icon) and then disappears when it hit the floor. it still has its regular entity/AI attributes, though.
There is one God. The creator of the heavens and the earth, who sent his son down to earth to save us... he loves you and he's pursuing you. Return to him.
...yeah, I'm one of THOSE guys.
"Some may say that you are a Christian because you were raised in a christian family, but even if my mother was a calculus teacher, no mater what she told me, two plus two would still equal four." - Dr. S. Jenkins
"I'm not a hater, I just know you're wrong. You need to realize that." - Unknown
Idk if it's just me doing it wrong, but in 1.11.2 I cannot add on custom items for the player, other players and other mobs. I also cannot modify the mobs brightness directly using the document with the mob names and "=0". I do believe it is supposed to be possible, and I used to make my items and armor cast off a bit of light as a cheat cheat when playing in single player. I don't know if you're literally unable to now or something along those lines, but I hope that you are. I tried at first to do an array of items (aka "iron_shovel-iron_axe-*-*=20") but that failed, so I then took time and effort to type them out individually.
The text from the files will be written out below.
dynamiclights_otherplayers.cfg
dynamiclights_theplayer.cfg
dynamiclights_mobequipment.cfg
Oh it works, but minecraft can't process light values of 20. 15, or just "fishing_rod" for example. They are wildcarded unless otherwise specified.
So the default value is also the max value it can process? Or if not, what is the maximum? Also, "fishing_rod" is an item data ID that I specified to have a light value.
Edit:
Just to test, I removed the values and equals signs to see if they would wildcard the values like you said. For some reason, the area I stood on was lit up as I joined, but the source didn't follow me when I walked. When I equipped and unequipped a torch, the light moved to my current location and didn't vanish when I put the tool away. Could the lights be breaking because I'm using shaders? Or could it just be because of other mods I have?
If you have optifine, try enable dynamic updates and anything else to do with chunk updates. That's what fixed it for me.
There is one God. The creator of the heavens and the earth, who sent his son down to earth to save us... he loves you and he's pursuing you. Return to him.
...yeah, I'm one of THOSE guys.
"Some may say that you are a Christian because you were raised in a christian family, but even if my mother was a calculus teacher, no mater what she told me, two plus two would still equal four." - Dr. S. Jenkins
"I'm not a hater, I just know you're wrong. You need to realize that." - Unknown
Shaders and or Optifine may break everything about this mod
Not for me!
There is one God. The creator of the heavens and the earth, who sent his son down to earth to save us... he loves you and he's pursuing you. Return to him.
...yeah, I'm one of THOSE guys.
"Some may say that you are a Christian because you were raised in a christian family, but even if my mother was a calculus teacher, no mater what she told me, two plus two would still equal four." - Dr. S. Jenkins
"I'm not a hater, I just know you're wrong. You need to realize that." - Unknown
Hi there, can you, guys, help me please. I want to disable, or, if it possible, to lower shining on enchanted items. Help me please! Thank you.
you can fix it yourself in your config.
Available for 1.12, may or may not have lighting update issues
There is no download for 1.12 version on your site and 1.11.2 version couldn't be loaded in minecrift version 1.12 as i can see
http://joxi.ru/Rmz9VapI07YyBr
1.12 was just released and obviously 1.11 doesn't work in 1.12 oh god
be more patient
Yeah, what could possibly have given them the idea that they could download it for 1.12? Entitled kids these days not reading anything when they want a mod updated...
I do stuff.
he said it may have issues i was referring to the 1.12 version of the mod not actually MC but my bad i didn't specify
Yes there is no download on my site, however: https://minecraft.curseforge.com/projects/dynamic-lights/files
How can I install this mod on a server?
Note: DO NOT INSTALL THE COREMOD ON SERVERS! It will crash on load.