1.19.1
- updated for MC 1.19
1.18
- updated for MC 1.18
- fix server log being spammed with lit cave air resource error message (harmless but annoying)
1.17.1
- updated to MC 1.17 and using the official source mappings
- otherwise, this is the same as 1.16.5
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
Other videos
This modification makes 'shining' items (default: Torch, Glowstone, Glowdust, Lit Pumpkin, Redstone, Lava Bucket, powered Minecart) illuminate everything around them if
1) the player has them equipped (in hand/armor)
2) they are dropped on the ground
You may add any Item ID you wish as shiny item, via the settings file. Also supports armor items!
There is no limit to the number of lights you can create, note however they are fairly FPS-costly. You can disable modules to obtain better FPS!
Instructions:
Put downloaded file into mods folder
Config Syntax help:
[DynamicLights_thePlayer, DynamicLights_dropItems and DynamicLights_otherPlayers configs]
* Possible setups:
* X := simple ID X, wildcards metadata
* X-Y := simple ID X and metadata Y
* X-Y-Z := simple ID X, metadata range Y to Z
There is a default value used as "setting", you can specify one by appending "=x" to the ID part
Valid Entry examples:
torch
Torch minecraft id is "torch", will use the default light value (15)
wool
Torch minecraft id is "wool"
wool-2=12
Wool, magenta subtype (meta 2), will use a light value of 12
wool-2-5
Wool BlockID, accepts metadata range [2..5]
golden_helmet-*-*=15
Item ID range [314..317] covering golden armor, wildcarded meta/damage which means any value goes
Also unnecessarily specifying the default light value of 15, you could leave =15 out aswell
There no longer is numeric Block or Item id's. Use the string identifiers, google "Minecraft Data" to get a listing.
Values that cannot be mapped to anything will be logged and ignored
current versions available at curse:
https://minecraft.curseforge.com/projects/dynamic-lights/files
Old Downloads:
http://atomicstryker.net/dynamiclights.php
To other modders: See sourcecode. Adding your own Dynamic Lights is "easy".
My other mods:
1
The following link is to a post of mine from 2011 describing how to do what you are asking for. Every version of Minecraft can then reside in it's own completely separate folder and you can have a customized short-cut for each one to directly launch whichever one you want.
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/mods-discussion/1370476-how-to-switch-between-1-7-and-1-8-in-ease?page=2#c41
Now, this was originally done with the old launchers in mind and also before the Forge auto-installers so you might have to adapt it a little. As such you might need to do the manual Forge install for each one. The benefit though would be permanent installs of mods for whichever version you have each one set up for. Currently, as you know, Forge only has one mods folder for some reason...
The other caveat is I have never tried this .bat method with windows 10 so I can't say if it would have any issues.
* Also; I'm not saying this is the only or even best current method available, just that it has been a very useful one for me (especially for older versions).
1
Nice Logo's! Another version based on that image and idea could look similar to this:

This version is crude and not spaced or sized correctly but I had to do it really really fast as I'm late for bed. But I feel it is enough to show you what I am thinking of better than me trying to explain it with words. Your friend who made the originals should be able to do it properly and clean especially since he has the original images etc. Just an idea. No matter what you go with it looks like you are on the right track!
1
Wow.. You are really making great use of all that extra height, I guess I should say depth. That is really great design work too, good use of colored glass and materials and in how each level looks different.
Being able to create custom procedural worlds with this much variety and freedom is the kind of thing I've always wanted from Minecraft. Thank you for contributing to that dream for everyone.
And thanks to Barteks2x, Cuchaz and Robinton for working to give us the space in Minecraft worlds to make such things possible.
1
This Mod project is
MineCrak Approved

1
For now I would appreciate it if Add-On threads would have their titles start with [Add-On] or [ADD-ON] and other types of Mods start with [Mod] or [MOD]. And for specific types of modding systems something like [Mod-ModPE] or some such. That would help greatly.
Also; it would be very nice if people would stop listing their Mods as Add-ons if they aren't using the official new Add-on system to make it. I understand the terms would otherwise be interchangeable but now they aren't and it causes confusion. There are important differences between them now as in how they need to be installed, conflicts, works on Realms? etc.
1
What a brilliant mod! And thank you for making it configurable. There should be lots more AI tweaking/replacing mods.
Also thank you for trusting ScottKillen with your mod, it is definitely in good hands with him.
1
I hear Creeper blood makes for a quite potent rocket fuel. Collecting it presents a bit of a challenge though.
2
The wonderful thing about this situation, this time around, is that the work that has been done so far is open source. This makes all the difference in the world.
Thank you for that Cuchaz!
2
If you could see past your own snarkiness you'd see that he did already outline the steps. He says that that degree of FPS change when resizing the window has not occurred in prior versions and seems to be anomalous, and apparently others who have submitted official bug reports agree.
1
Oh wow.. I was wanting to add hand-carts to Cart Mod since back in beta. I'm glad someone has provided one, and one that supports various mods too, nice.