Its no problem. So ive looked at it and everything seems to work as expected. I see no reason (other than configs being broken) that it would fail to work as you describe. Is your config folder write protected or something? Have you tried deleting your configs?
Still feel it would be amazing to have dynamic lights remember if the player turned it off in the last session, and would leave it off on re launching minecraft unless the player turned it back on. (still default it to turn the lights back on after each launch, but have a config to enable it to remember its state it was last left in)
I'm loathe to reveal my own stupidity on the internet, but I can't figure out how to disable individual modules. I see disable buttons on the in-game mod list, but they do nothing. Based on reading I think I'm supposed to download something that lets me open the mod jar, but I don't know where to start. Help?
Sorry If this was already posted somewhere, but, is there any chance to make this compatible with the Colored Lights Mod, you know, make entities on fire to shed red light instead of vanilla minecraft lights if the mod is installed.
Thanks, and agian sorry if I am asking for something that already exists/is already suggested.
Hi there! I really like this mod that you made. I am making a modpack on technic (http://www.technicpack.net/) and was wondering if you could give me permission to use your mod in it. Thank you for your time
Hello, I've been trying to make this work on 1.8 with optifine. Torches doesn't seem to cast light when I'm walking around. I only have this mod and optifine. What seems to be the problem?
Should I use the recommended 1.8 Forge or the latest one? I removed optifine and it still doesn't work. Only the mobs on fire is working, the rest, don't.
I am having an issue with editing the .cfg files, mainly the player dynamic light file. I wish to alter it to allow me to use a hand held torch underwater, as well as to allow armors to emit light if I am wearing them, however every time I edit the file and then go into a server, the game does not recognize the changes, and when I go to check the file, all of my changes were erased. Basically, I started from this:
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
# Item IDs that do not shine light when held in water, have to be present in LightItems.
S:TurnedOffByWaterItems=torch,lava_bucket
}
and ended with this:
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
# Item IDs that do not shine light when held in water, have to be present in LightItems.
}
and then my changes were undone. I would appreciate assistance, thank you.
Would it be to much to ask if some one could tell me how to add thaumcraft items/entities to the configs for this mod?
Well. For players holding it you go into DynamicLights_thePlayer.cfg
At:
[quote]general {
# Item IDs that shine light while held. Armor Items also work when worn. [ONLY ON YOURSELF]
Just add it at the beginning to make it shine as much as torches or add =## at the end to set lightlevel (## is replaced with 1-15).
So it would afterwards look like this if you add Arcane/Growth/Fertility lamps you just add Thaumcraft:blockMetalDevice making it look like this:
general {
# Item IDs that shine light while held. Armor Items also work when worn. [ONLY ON YOURSELF]
Each thing you add is separated with a comma (,).
So in the default it starts with "torch", then it's a comma and its "glowstone=12" etc. This means it adds torch at full lightlevel (since it isn't specified) and then it's glowstone that has a lightlevel of 12 (and I think 15 is maximum).
I would like to know if there is a better way to add them thought since it becomes quite some text when I add Artifice torches since each torch has it's own name and just the name of one is quite long (Artifice:tile.artifice.coloredtorch0).
EDIT: Ah, saw now you said entities/items. Should be about same thought but you need the full names of the entíties.
Btw. The lamps I used as an example. Setting them to lightlevel 10 make them give the same amount of light when held as they do as placed. Just a tip.
(Thaumcraft:blockMetalDevice=10)
Thats the console log, not the forge logfile. And from a first glance everything seems to be in order ._.
Its no problem. So ive looked at it and everything seems to work as expected. I see no reason (other than configs being broken) that it would fail to work as you describe. Is your config folder write protected or something? Have you tried deleting your configs?
Still feel it would be amazing to have dynamic lights remember if the player turned it off in the last session, and would leave it off on re launching minecraft unless the player turned it back on. (still default it to turn the lights back on after each launch, but have a config to enable it to remember its state it was last left in)
lol please? I will love you long time!
Join us at our website: AIM Gaming
Any chance the floodLights module can be updated to include worn items, not just held items?
I'm loathe to reveal my own stupidity on the internet, but I can't figure out how to disable individual modules. I see disable buttons on the in-game mod list, but they do nothing. Based on reading I think I'm supposed to download something that lets me open the mod jar, but I don't know where to start. Help?
Any program with zip or rar or packer in its name can/should be able to open .jar files
Hi
Sorry If this was already posted somewhere, but, is there any chance to make this compatible with the Colored Lights Mod, you know, make entities on fire to shed red light instead of vanilla minecraft lights if the mod is installed.
Thanks, and agian sorry if I am asking for something that already exists/is already suggested.
does the mod support Item Physics Mod it makes every block 3d when thrown
would it be possible for the comfigs to generate in their own folder?
Come check out my pack and tell me what you think.
Hi there! I really like this mod that you made. I am making a modpack on technic (http://www.technicpack.net/) and was wondering if you could give me permission to use your mod in it. Thank you for your time
Hello, I've been trying to make this work on 1.8 with optifine. Torches doesn't seem to cast light when I'm walking around. I only have this mod and optifine. What seems to be the problem?
Unless Optifine deliberately supports Dynamic Lights (it did at one point atleast) the mods wont work together.
Should I use the recommended 1.8 Forge or the latest one? I removed optifine and it still doesn't work. Only the mobs on fire is working, the rest, don't.
Also, This does work with resource packs, right?
This is my Forge Log.
http://pastebin.com/QKaP9Np8
Only mobs on fire working indicates config problem. You likely have old dynamic lights config files. Delete them.
Thank you!
@AtomicStrkyer or anyone willing to help
I am having an issue with editing the .cfg files, mainly the player dynamic light file. I wish to alter it to allow me to use a hand held torch underwater, as well as to allow armors to emit light if I am wearing them, however every time I edit the file and then go into a server, the game does not recognize the changes, and when I go to check the file, all of my changes were erased. Basically, I started from this:
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
# Item IDs that do not shine light when held in water, have to be present in LightItems.
S:TurnedOffByWaterItems=torch,lava_bucket
}
and ended with this:
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
# Item IDs that do not shine light when held in water, have to be present in LightItems.
}
and then my changes were undone. I would appreciate assistance, thank you.
burning players dont emit light??? what the heck?
Would it be to much to ask if some one could tell me how to add thaumcraft items/entities to the configs for this mod?
Could you possibly tell me how to delete some modules because when i go into the game and try to disable it, it doesnt let me.
Just add it at the beginning to make it shine as much as torches or add =## at the end to set lightlevel (## is replaced with 1-15).
So it would afterwards look like this if you add Arcane/Growth/Fertility lamps you just add Thaumcraft:blockMetalDevice making it look like this:
Each thing you add is separated with a comma (,).
So in the default it starts with "torch", then it's a comma and its "glowstone=12" etc. This means it adds torch at full lightlevel (since it isn't specified) and then it's glowstone that has a lightlevel of 12 (and I think 15 is maximum).
I would like to know if there is a better way to add them thought since it becomes quite some text when I add Artifice torches since each torch has it's own name and just the name of one is quite long (Artifice:tile.artifice.coloredtorch0).
EDIT:
Ah, saw now you said entities/items. Should be about same thought but you need the full names of the entíties.
Btw. The lamps I used as an example. Setting them to lightlevel 10 make them give the same amount of light when held as they do as placed. Just a tip.
(Thaumcraft:blockMetalDevice=10)