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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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
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
1.17.1
- updated to MC 1.17 and using the official source mappings
- otherwise, this is the same as 1.16.5
You might want to delete existing configs to be on the safe side, but as far i know the block/item IDs are the same
https://pastebin.com/4DuSaG8b
so this is how I've set up my config but it keeps crashing the server any pointers on what ive done wrong?
any help is greatly appreciated
1.16.5 version
here's the error it's throwing
https://pastebin.com/je5NzcE5
Not bad.
Updated for MC 1.18, enjoy
1.18.3
- if the light sources current position cannot be lit up, now try the adjacent blocks aswell
- if movement brought a light source into un-lightable passable blocks (like plants), the light will remain active at the last viable location
- this means dynamic lights will now work much better when moving through plants/snow and similar
Hallo,AtomicStryker,I am a Chinese player.I very love your Dynamic Lights.I really want to take this mod to MCBBS(www.mcbbs.net)(MCBBS is the largest forum in China.),because it's very slow for Chinese players to visit www.curseforge.com,github.com or www.atomicstryker.net now.I ensure I will not put my URLs on it and put curseforge,github and www.atomicstryker.net on it.I really hope you will promise me.Thank you very much.