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:
2
1
Yeah, because in real life there are green things that explode and skeletons that fire arrows.
1
1
4
4
Oceans: Weather and oceans have always just bugged me a little bit... Shouldn't the sea level rise when it rains and lower when it hasn't in awhile? I'm not talking about anything drastic, I'm only talking about it rising/falling one block in either direction, and only when it's been really rainy, or hasn't been raining much at all. Maybe even having somewhat random currents and rarely whirlpools to make sailing with a boat harder. It should have this effect on any body of water exposed to the sky. Slight modifications might have to be made to terrain generation for this to work, mainly terrain generating slightly higher, but it would be worth it.
Weather: Weather should be changed a little bit. It should happen more or less in specific "seasons." Not exactly seasons, like winter, spring, etc. but more like rainy season, rain/dry season, dry season, rainy/dry season, and so on. This could also have an effect on crop growth, sapling growth, and like mentioned above, water level. There should also be a few more levels to weather and storms, not just rain, snow, thunderstorm. Maybe hurricanes (Rare, and only blow you around, don't destroy blocks) sleet, and maybe even hail and sandstorms. Some of these should only be able to happen in certain. "seasons."
Biomes: Finally, weather should be more biome specific, with only certain biomes getting certain types of weather. Yes, I know this is already in the game, but only with snowy biomes and deserts not getting much rain. I'm talking about extreme hill biomes never getting hurricanes, and them being most common in plains, and sandstorms only happening in deserts of course. Just stuff like that to generally improve biome specific weather.
So what do you think of this idea? Thanks for reading, and if you like the idea, don't forget to push the little button over there!
1
That's when I realize I had run into battle with only one heart and no food.
2
3
2