Had a question. I am trying to get the Torch Bandolier from the Silent Gems mod to work with this, with no luck. It worked once and never worked again.
This is the config file:
# Configuration file
general {
# Item IDs that shine light while held. Armor Items also work when worn. [ONLY ON YOURSELF]
# Item IDs that do not shine light when held in water, have to be present in LightItems.
S:TurnedOffByWaterItems=torch,lava_bucket
}
It uses metadata values to refer to the amount of torches that are remaining. If at 1024, there is no torches remaining, and if at 0, then the full 1024 torches are available. So, I am trying to get it to work so that if there are less torches in the bandolier, the light level drops. When there is no light left, obviously no light from the bandolier. Problem is... I can't get ANY light to work, regardless of the value. It works for everything else (torches work fine, etc). I tried Item ID (4532 in my Minecraft instance), no luck. Now I'm using untranslated Item String, and again, no luck. Is there something I'm missing?
BTW, I am using Minecraft 1.10.2 with latest mod version. I had gotten .errored files, but they were unreadable. If there were errors, where would they be logged?
net.silentchaos512.gems.item.ItemTorchBandolier is a java classpath. You are supposed to use the mod id. Looking at his public source repo, it is "silentgems"
EDIT: and the item id, of course, being "TorchBandolier"
net.silentchaos512.gems.item.ItemTorchBandolier is a java classpath. You are supposed to use the mod id. Looking at his public source repo, it is "silentgems"
EDIT: and the item id, of course, being "TorchBandolier"
In essence, like this:
silentgems:TorchBandolier for the item name
Still not working. I have CraftTweaker (the 1.10.2 equivalent of Minetweaker 3) and I did a /mt hand of the item. It shows up as <silentgems:TorchBandolier:91>.withTag({SGProperties: {}, AutoFill: 1 as byte}). Would that extra NBT data at the end of it make it not work? In fact, using the Java classpath was used because everything else has failed. I tried ItemID number.... failed. I tried string name silentgems:TorchBandolier... failed. I tried java class name... (obviously failed). It worked once, and then out of the blue, stopped working and never worked since. It is not properly retrieving the Metadata values?
Have you tried the simple case? Your config line should look like this
There isn't a way to get it to function as I wanted then? I was hoping to get it so if it had torches in it, it would light up, and wouldn't if it didn't. Because that seems logical to me. It shouldn't give off light if there is no torches in it. Sigh... (-_-; )
If it works in the simple case, the id is correct and you only have to figure out how to use the meta system for whatever else you want
Well, the simple (without any Damage Values or Metadata values) does work in achieving the glow that a torch would provide. So, how would be incorporate the metadata values into it? As I previous stated, it shows up as
<silentgems:TorchBandolier:92>.withTag({SGProperties: {}, AutoFill: 1 as byte})
when I do a /mt hand of it with Minetweaker.
It would make sense that:
silentgems:TorchBandolier-92=15
would provide me with a light level of 15 when the Metadata value of the Torch Bandolier is at 92. Or that:
silentgems:TorchBandolier-92-100
would provide me a light level of 15 when it is in the range of 92 to 100.
However, this is not the case... At least as you stated, I have the correct ID.
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Playing with optifine on 1.7.10 and it keeps disabling dynamic lights, it says to check the config file but I've got no clue how to fix it. What part of the config file am I looking at?
Whenever I click on the readme google code link it gives me a 404 error and says "The requested URL /hg/DynamicLights/resources/readme.txt was not found on this server." I'm trying to figure out why it won't work for me and if I installed correctly.
As of now, only the "Self Light" and "Dropped Items" modules are working.
Config files autogenerate in the configs folder. It comes with torch
and glowstone preset - if you want to add more, you will have to figure
out how yourself
I Don't think the dynamic lights mod is working for me. I'm currently using minecraft forge version 1.8.9 including with optifine in the exact same version (1.8.9), then when I went ahead & checked the mod page (This website) it said to press the key L halfway down & when I got back on minecraft I went on Options then Controls it did say Dynamic Lights Toggle = L, I went back to playing pressed the key I had it on (L) & have it had all of a sudden turned it off, I then pressed L again & it says in chat the same thing except it said that that it's back ON, & so I went ahead & put a torch in my hand & when I held that torch, it did not light up the hole that I put myself in to test the mod!
How would I go about adding an entity to the "light" list?
There are some entities I'd like to just give off light as if they themselves are a light-source. Is there a way to do this with the configuration files?
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Yes. Use dynamiclights_entityclasses configuration, put in the java simple classname of your entity, put in a light value such as 15.
o.o How would I find what the "java simple classname" is?
What about entities that use some sort of a datavalue, like Pixelmon?
All Pixelmon are "EntityPixelmon" but they use some sort of additional value to define which type.
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Looking to join a community of gamers across a couple different games? Join Iron Nexus today and stay up to date on the latest updates and discussions from a community who enjoys a more challengingly different approach to a variety of games!
Games include but are not limited to:Minecraft, ARK, Wurm Unlimited, World of Warcraft
1.16.5
- rewritten to work with MC 1.16.5
- the mod now uses fake air and water blocks to achieve light (rapidly placing and removing them as light sources move)
- this has several limitations, only full water blocks can emit dynamic lights (not waterfalls or partial block rivers)
- it will also not work if the light source is inside some non-air block like foliage or spiderwebs
- the mod is now a "standard" mod that requires both a client and a server to have it when playing online
- currently only the player self light and dropped items modules are implemented
- there is also no on-off button
+ on a plus side, such lights will now prevent mobs from spawning, make plants grow etc
Had a question. I am trying to get the Torch Bandolier from the Silent Gems mod to work with this, with no luck. It worked once and never worked again.
This is the config file:
# 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_helmet=14,golden_horse_armor=15,net.silentchaos512.gems.item.ItemTorchBandolier-512-1023=2,net.silentchaos512.gems.item.ItemTorchBandolier-256-511=4,net.silentchaos512.gems.item.ItemTorchBandolier-65-255=7,net.silentchaos512.gems.item.ItemTorchBandolier-0-64
# Item IDs that do not shine light when held in water, have to be present in LightItems.
S:TurnedOffByWaterItems=torch,lava_bucket
}
It uses metadata values to refer to the amount of torches that are remaining. If at 1024, there is no torches remaining, and if at 0, then the full 1024 torches are available. So, I am trying to get it to work so that if there are less torches in the bandolier, the light level drops. When there is no light left, obviously no light from the bandolier. Problem is... I can't get ANY light to work, regardless of the value. It works for everything else (torches work fine, etc). I tried Item ID (4532 in my Minecraft instance), no luck. Now I'm using untranslated Item String, and again, no luck. Is there something I'm missing?
BTW, I am using Minecraft 1.10.2 with latest mod version. I had gotten .errored files, but they were unreadable. If there were errors, where would they be logged?
net.silentchaos512.gems.item.ItemTorchBandolier is a java classpath. You are supposed to use the mod id. Looking at his public source repo, it is "silentgems"
EDIT: and the item id, of course, being "TorchBandolier"
In essence, like this:
silentgems:TorchBandolier for the item name
Still not working. I have CraftTweaker (the 1.10.2 equivalent of Minetweaker 3) and I did a /mt hand of the item. It shows up as <silentgems:TorchBandolier:91>.withTag({SGProperties: {}, AutoFill: 1 as byte}). Would that extra NBT data at the end of it make it not work? In fact, using the Java classpath was used because everything else has failed. I tried ItemID number.... failed. I tried string name silentgems:TorchBandolier... failed. I tried java class name... (obviously failed). It worked once, and then out of the blue, stopped working and never worked since. It is not properly retrieving the Metadata values?
Have you tried the simple case? Your config line should look like this
There isn't a way to get it to function as I wanted then? I was hoping to get it so if it had torches in it, it would light up, and wouldn't if it didn't. Because that seems logical to me. It shouldn't give off light if there is no torches in it. Sigh... (-_-; )
If it works in the simple case, the id is correct and you only have to figure out how to use the meta system for whatever else you want
Well, the simple (without any Damage Values or Metadata values) does work in achieving the glow that a torch would provide. So, how would be incorporate the metadata values into it? As I previous stated, it shows up as
<silentgems:TorchBandolier:92>.withTag({SGProperties: {}, AutoFill: 1 as byte})
when I do a /mt hand of it with Minetweaker.
It would make sense that:
silentgems:TorchBandolier-92=15
would provide me with a light level of 15 when the Metadata value of the Torch Bandolier is at 92. Or that:
silentgems:TorchBandolier-92-100
would provide me a light level of 15 when it is in the range of 92 to 100.
However, this is not the case... At least as you stated, I have the correct ID.
I've had a peek at the TorchBandolier sourcecode. He is not using meta values. You're out of luck, i'm afraid.
EDIT:
Short of writing your own Dynamic Lights module which specifically supports this items NBT attributes that is.
Yeah, and I wouldn't even know where to begin with that... [SIGH]. All right. Thanks for the help.
Playing with optifine on 1.7.10 and it keeps disabling dynamic lights, it says to check the config file but I've got no clue how to fix it. What part of the config file am I looking at?
Whenever I click on the readme google code link it gives me a 404 error and says "The requested URL /hg/DynamicLights/resources/readme.txt was not found on this server." I'm trying to figure out why it won't work for me and if I installed correctly.
The full url reads "http://atomicstrykers-minecraft-mods.googlecode.com/hg/DynamicLights/resources/readme.txt", I also tried deleting everything after googlecode.com/ but that didn't work either. Is there a simple mistake I am overlooking?
Well, google code shut down years ago, you are looking at an old link
Current one on github: https://github.com/AtomicStryker/atomicstrykers-minecraft-mods/blob/1.12.2/DynamicLights/resources/readme.txt
What's the format to add modded items to the config list? I assume its something like:
Dynamic Lights port for 1.13.2
https://minecraft.curseforge.com/projects/dynamic-lights/files/2682759Uses Rift Modloader instead of Forge, as Forge does not offer the necessary ASM transformations as of now
https://github.com/Chocohead/Rift
As of now, only the "Self Light" and "Dropped Items" modules are working.
Config files autogenerate in the configs folder. It comes with torch
and glowstone preset - if you want to add more, you will have to figure
out how yourself
Port for Forge 1.13.2 is online on curse, i have only bothered with the "self light" and "dropped item" modules for now, though.
I Don't think the dynamic lights mod is working for me. I'm currently using minecraft forge version 1.8.9 including with optifine in the exact same version (1.8.9), then when I went ahead & checked the mod page (This website) it said to press the key L halfway down & when I got back on minecraft I went on Options then Controls it did say Dynamic Lights Toggle = L, I went back to playing pressed the key I had it on (L) & have it had all of a sudden turned it off, I then pressed L again & it says in chat the same thing except it said that that it's back ON, & so I went ahead & put a torch in my hand & when I held that torch, it did not light up the hole that I put myself in to test the mod!
How would I go about adding an entity to the "light" list?
There are some entities I'd like to just give off light as if they themselves are a light-source. Is there a way to do this with the configuration files?
Looking to join a community of gamers across a couple different games? Join Iron Nexus today and stay up to date on the latest updates and discussions from a community who enjoys a more challengingly different approach to a variety of games!
Yes. Use dynamiclights_entityclasses configuration, put in the java simple classname of your entity, put in a light value such as 15.
o.o How would I find what the "java simple classname" is?
What about entities that use some sort of a datavalue, like Pixelmon?
All Pixelmon are "EntityPixelmon" but they use some sort of additional value to define which type.
Looking to join a community of gamers across a couple different games? Join Iron Nexus today and stay up to date on the latest updates and discussions from a community who enjoys a more challengingly different approach to a variety of games!
1.16.5
- rewritten to work with MC 1.16.5
- the mod now uses fake air and water blocks to achieve light (rapidly placing and removing them as light sources move)
- this has several limitations, only full water blocks can emit dynamic lights (not waterfalls or partial block rivers)
- it will also not work if the light source is inside some non-air block like foliage or spiderwebs
- the mod is now a "standard" mod that requires both a client and a server to have it when playing online
- currently only the player self light and dropped items modules are implemented
- there is also no on-off button
+ on a plus side, such lights will now prevent mobs from spawning, make plants grow etc
https://www.curseforge.com/minecraft/mc-mods/dynamic-lights/files