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Dynamic Lights Mod Updates for MC 1.21

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0% found this document useful (0 votes)
318 views5 pages

Dynamic Lights Mod Updates for MC 1.21

Uploaded by

k6j5fgc8dc
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd

1.21.

1
- updated for MC 1.21 and Forge 51.0.13

[Link]
- updated for MC 1.20.6 and Forge 50.0.4

[Link]
- fixes missing model logspam on boot, thanks Tfarcenim from Github

[Link]
- updated for MC 1.20.2

[Link]
- you can now configure itemstacks to ignore nbt tag equality, to shine light from
items that could be
enchanted or damaged. example:
{anyNbtMatch:true,lightLevel:14s,nameId:\"minecraft:flint_and_steel\"}
the important part is adding anyNbtMatch:true to the tag list

[Link]
- updated to MC 1.20.1

[Link]
- updated to MC 1.19.4

[Link]
- updated to MC 1.19.3

[Link]
- updated to MC 1.19.2

1.19.2
- updated to forge 41.0.98

1.19.1
- updated to MC 1.19

1.18.6
- courtesy of [Link] dynamic light source strength is once
again configurable
- there is also NBT tags other mods can use to signal dynamic lights to make it
shine
- see [Link]
- minor code cleanup, improve player water handling

1.18.5
- another hopeful fix for same deadlock problem

1.18.4
- fix possible deadlock when loading a worlsave with dropped light source entities

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
1.18.2
- reduced log level for everything but config reading failure to debug, it was
spammy

1.18.1
- updated for MC 1.18
- fix server log being spammed with lit cave air resource error message (harmless
but annoying)

1.17.1
- updated for MC 1.17.1 and the official source mappings

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

1.5.0
- updated for MC 1.13.2 forge variant

1.4.9
- fixed to work with current forge version, unfortunately also requires said forge
version

1.4.8
- implemented dimension ID banlist in main dynamic lights mod, default: Nether (-1)
is banned

1.4.7
- hardened against reported render hacking problems

1.4.6
- updated to 1.11.2

1.4.5
- updated to 1.11

1.4.4
- preparing for 1.11, lowercasing modid

1.4.3
- updated for MC 1.10

1.4.2
- updated for MC 1.9.4

1.4.1
- updated to work with forge past 1805

1.4.0
- updated for MC 1.9
1.3.9
- made burning entities module configurable per-entity-class

1.3.8
- updated for MC 1.8

1.3.7
- changed EntityLivingEquipment module default config file string to match actually
used config scheme
- added 1 sec cooldown to light toggle button. wussies.

1.3.6
- changed EntityLivingEquipment module to use the same config the other item-based
light modules use
- delete your EntityLivingEquipment config file or suffer.

1.3.5
- updated to mc 1.7.10

1.3.4
- added FMLIntercomms support for the self light module
- if your mod wants to make the player shine light and you do not want to depend on
my source
- see [Link] for howto

1.3.3
- fixed support for mod items not working

1.3.2
- some small internal changes
- added module for flashlight type items (default: ender eye)
- features a reasonably cheap simple mode (default)
- and an expensive nonsimple mode (pc master race)

1.3.1
- added module for entity class light sources (careful, performance)

1.3.0
- fixed crash related to water and armor items

1.2.9
- update to MC 1.7.2
- delete your config files, numeric IDs are no longer allowed

1.2.8
- changed arbitrary Light "enabling" value from >= 8 to >= 1. If you insist on
damaging your eyesight, you now can.

1.2.7
- Mob Equipment module now checks all five equipment slots

1.2.6
- update to MC 1.6.4

1.2.5
- implemented vanilla horse armors (417,418,419) to work when specified as
EntityLivingEquipmentLightSource
- added golden horse armor(418) to default lit items
1.2.4
- update to MC 1.6.2

1.2.3
- update to MC 1.6.1

1.2.2
- hand held Light Items that are not waterproof will now only deactivate once you
actually submerge
+ (hotfix) hand held items that are not waterproof will no longer switch off the
armor light aswell

1.2.1
- rewrote configuration parsing again, now supports names, ranges and wildcards
- this applies to DynamicLights_thePlayer, DynamicLights_dropItems and
DynamicLights_otherPlayers configs only
- delete or fix your old config files, they are unfortunately not compatible
- see MCF thread on how to use the new config syntax

1.2.0
- changed configuration files in SelfLight, DroppedItems and OthersLight modules
- you can now optionally specify Item meta values, eg "35-10" instead of "35" for
just cyan wool

1.1.9
- update to MC 1.5.2

1.1.8
- added module for EntityLiving equipment (eg Zombies with armor or Items)
- same module also lights up Infernal Mobs!

1.1.7
- update to MC 1.5.1

1.1.6
- update to MC 1.5

1.1.5 rev2 (client side only)


- fixed Player self light module to not work after the Player died once

1.1.5
- update to MC 1.4.6

1.1.4
- reintroduced water extinguishing certain held/dropped lights (configurable)
- death after a time will not be reintroduced, since there will not be a serverside
Mod

1.1.3
- threw out non-concurrent Collections being used whatsoever
- i'm sure this will come back and bite me SOMEHOW

1.1.2
- fixed small error being logged with burning entities (mostly Ghast Fireballs)

1.1.1
- added Light module for Arrows shot with fire enchantment on bow

1.1.0
- update to MC 1.4.4
- fixed toggle button triggering while in menus

1.0.9
- fixed the Player handheld light/armor stopping to work when changing worlds
- fixed rather severe bug causing both Client and Integrated Server to go through
Dynamic Lights
and causing the World change detector to got batshit crazy
- added golden Helmet ID to all default Modules default configs
- fixed Armor stroboscopic rave light (dawwwww...)

1.0.8
- fixed toggle key still triggering while in chat or otherwise in a menu

1.0.7
- fixed Dynamic Light not changing when swapping between stronger and weaker Light
Items
- that applies for yourself and for other Players
- fixed more possible ConcurrentModificationExceptions, this time in the main mod

1.0.6
- fixed crash when changing Keybinding without World loaded
- added chat message to toggling Dynamic Lights on/off
- fixed possible ConcurrentModificationException crashes in Entitylist accessing
modules (i hope)

1.0.5
- fixed another NPE in removeLightSource

1.0.4
- further synchronization to prevent accidents
- fixed small issue preventing it to work in SMP

1.0.3
- fixed another NPE Crash with CreeperLight and MoCreatures
- why is there a fish making a Sound with String null? ZHAAAAAARK

1.0.2
- fixed NPE Crash with Multithreading (Optifine)

1.0.1
- fixed NPE Crash with CreeperLight

1.0.0
- rewritten from scratch to be a FML Coremod for Minecraft 1.4.4, requires Forge
- boosted efficiency A LOT, I'm positive it cannot be done any better now :3
- Dynamic Lights is now modular! See readme!
- configuration files for Dynamic Light modules can now be found at /config/
- global toggle Button can now be configured via Controls Menu

Common questions

Powered by AI

The implementation of dynamic light sources in the Minecraft mod has evolved significantly over updates to enhance performance and functionality. Initially, the mod used fake air and water blocks to create light, which had limitations such as only full water blocks emitting light and not working within certain blocks like foliage. This approach was improved by allowing light sources to remain active at previous viable locations even when moving through non-lit passable blocks . Updates also addressed crashes related to multithreading, refined concurrency management, and added support for various equipment slots and entity lighting . Moreover, enhancements were made in configuration parsing, reflecting a shift towards more flexible and user-friendly configuration management .

The mod improved dynamic lighting in environments involving water and snow by allowing light sources to emit light at previous viable positions even when entering unlightable passable blocks, such as plants or snow. This ensures consistent lighting in these challenging environments, enhancing the experience of moving through areas with dynamic light sources . Moreover, the introduction of the configurable feature for extinguishing certain lights in water reflects an adaptation to water handling .

Configurations play a critical role in enhancing the mod's adaptability by allowing users to specify module behaviors per entity class, handling light emission from equipment and specific items. They enable customization of features like light levels and NBT handling, allowing for precise control over which items and entities can emit light . This granular level of control facilitates compatibility with other mods and creates a personalized user experience .

The mod manages concurrency issues and crashes through careful synchronization and error handling. Several updates have focused on addressing ConcurrentModificationExceptions and other crashes related to multithreading. These include synchronization updates to prevent accidents, such as NPE crashes, crashes related to keybinding without a world loaded, and concurrent accessing of entity lists . By fixing these issues, the mod has improved its stability and performance, particularly when interacting with other mods or in multiplayer environments .

Improvements to the light modulation mechanism include updating configurations to accommodate changes in Minecraft versions. For instance, enabling NBT tags that other mods can use to signal dynamic lights or to emit light from specific entity classes . These updates ensure that the mod remains compatible with Minecraft's evolving structure and functionality, while also enhancing mod compatibility and user control over light-related features .

The dynamic light mod enhances user experience by offering extensive customization features that allow users to tailor the lighting effects to their preferences. These include modifying the light emission of items and entities via NBT configurations, enabling light in once inaccessible positions, and dynamically adjusting light levels. The mod’s configurability across different entity classes and its compatibility with enchantments and damages further personalize gameplay, making light modulation adaptable to individual playstyles and enhancing immersion .

The mod introduces configurations that allow itemstacks to ignore NBT tag equality, enabling them to emit light even if they are enchanted or damaged. This is achieved by adding the flag anyNbtMatch:true to the tag list, allowing for light emission from items such as the 'minecraft:flint_and_steel' with a specified light level .

Enhancements were made to adjust dynamic lighting when switching between stronger and weaker light items by ensuring that the light behavior dynamically updates to match the item's emission strength. This includes automatic adjustments that allow the light intensity to change according to the item's capability, ensuring continuous and accurate light representation for both the player and other players .

The addition of a cooldown to the light toggle button is significant for gameplay balance as it restricts excessive toggling of dynamic lights, which could disrupt gameplay or cause performance issues. This mechanism ensures that light emissions occur in a controlled manner, preventing potential exploits or unintended gameplay advantages. It also helps maintain stable performance by reducing rapid changes in light conditions, which could strain both client and server resources .

Requiring both the client and server to run the mod in online multiplayer environments ensures consistent lighting effects across all participants, preventing desynchronization issues. This requirement means that players and servers must be well-coordinated in terms of mod versions and configurations, which can enhance the shared experience by providing the same dynamic lighting conditions to all participants, ultimately maintaining fairness and visual consistency during gameplay .

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