
Lively Lighting! 🔦
Dynamic Lighting Mod using Light Blocks
- Загрузки
- 436
- Подписчики
- 2
- Обновлён
- 6 июля 2026 г.
- Лицензия
- MIT
Опубликован 15 марта 2026 г.
⚠️ NOTICE:
Lively Lighting is still in early development. Features will be refined in future releases. With it being in beta, you can expect bugs. Please report all bugs on the GitHub issues tracker or my Discord server.
❓How It Works
Lively Lighting uses Light Blocks to simulate dynamic lighting. Since the lighting is from Light Blocks, the light will interact with the world (i.e. melt ice or prevent mob spawning)
✨ Features
- Dynamic Lighting for held items
- Dynamic Lighting for specific entities
- In-game commands to change config
- TONS of configurable options
🔗 Mod compatibility
- Valkyrien Skies Support: Lively Lighting has native support for Valkyrien Skies. The current beta version is broken, and it is not recommended for use in your survival world. In the future, light will propagate onto ships using the light block, and ships will be able to support dynamic lighting as they move around.
- Colorful Lighting (Sodium Compat): Dynamic Lighting works with Colored Light
This mod was inspired by Tschipcraft's Dynamic Lights Datapack
Центр версий
2 версийЧенджлог
0.4.0Релиз1.20.1 · 6 июля 2026 г.
Changelog
0.4.0
The smoothness update: dynamic lights now hand off between blocks with the minimum possible visual change, plus major stability and performance work.
Added
- Predictive light anchoring — the light block leads slightly in your direction of travel (up to 1 block, derived from movement history), so light no longer visibly trails behind when sprinting. Vertical motion is ignored so jumping doesn't bounce the light.
- Ghost light cleanup — every light block the mod places is now recorded in world save data. If a chunk unloads mid-fade or the server crashes, the orphaned light block is automatically removed the next time its chunk loads.
/ll purgealso clears these records. light_update_intervalconfig (default1) — run the light engine every N ticks. Movement handoffs only shift light by one level per block, so2still looks smooth on busy servers.- Instant equipment response — swapping a light source in or out of your hands/armor forces an immediate light update, even with a raised update interval.
- Persistent sound preferences —
/ll sound on|offis now saved with the world and survives restarts. - Dynamic light items now emit light from item frames.
Changed
- Reworked the smoothing algorithm. Moving light sources now use an "invisible handoff": the new light block spawns at the brightness that spot already receives from the old block, and the old block is removed the moment the new one covers it. Every affected block changes by exactly ±1 light level per block moved — the minimum possible with Minecraft's integer lighting — eliminating the pulsing trail and flicker when moving fast. Fade-in/fade-out still applies where it should: igniting, extinguishing, and light left behind corners.
- Smoothing is now enabled by default and moved out of the experimental config section (
smoothing,smoothing_all_entities,fade_in_rate,trail_decay_rateare now top-level options; defaults for the rates are now2). Old config files are migrated automatically and existing values are preserved. - Fade rates no longer affect movement smoothness at all — they only control ignition, extinguish, and corner fades, so lower values are now purely cosmetic polish.
- The light level no longer flickers between two values while moving near the anchor block (distance penalty now has a 1-block dead-band).
- License changed to MIT.
Fixed
- Flickering and jarring light transitions when moving quickly with a light source.
- Light blocks left behind permanently ("ghost lights") after chunk unloads or server crashes.
- Moving through an area where another entity ignited no longer makes your light dip dark and fade back in.
- Per-entity caches are now tracked per dimension — a player in the Nether no longer has their light state wrongly purged by the Overworld's cleanup (this could break
light_source_spacingoutside the Overworld). - The ignition sound cooldown is now the intended 0.5 seconds.
Performance
- Entity scanning now queries the entity index around each player instead of checking every loaded entity against every player each tick — a large win on servers with many entities.
- The query radius is capped at 192 blocks: Valkyrien Skies rejects oversized entity queries (returning an empty list, which would disable all entity lights at high view distances). Light beyond that range is imperceptible. Note that VS support itself remains experimental and disabled by default (
vs_support).
- The query radius is capped at 192 blocks: Valkyrien Skies rejects oversized entity queries (returning an empty list, which would disable all entity lights at high view distances). Light beyond that range is imperceptible. Note that VS support itself remains experimental and disabled by default (
- Removed a per-source flood-fill that could never place any blocks (only runs for overgrown clusters now).
- Removed a per-position cluster scan from the fade logic; trail blocks are now removed the first tick they become redundant instead of ticking down individually, generating roughly one block update per block moved (also fewer client chunk rebuilds, especially with Sodium/Embeddium renderers).
Config migration notes
experimental.smoothing,experimental.smoothing_all_entities,experimental.fade_in_rate, andexperimental.trail_decay_ratemove to the top level automatically on first load; your existing values are kept. Note: configs written by older versions always contain these keys, so the old default (smoothing: false) carries over — delete the keys or setsmoothing: trueto get the new default behavior.cluster_growing,cluster_merge_distance,max_influence_radius, andlight_source_spacingremain experimental, as does Valkyrien Skies support (vs_support, off by default).
0.3.1
- Reworked smoothing logic and trail fading.
- Zombies can occasionally spawn holding torches.
- In-wall check for light placement and sound/particle spam prevention.
- Removed the old datapack reference; config fixes.
0.3.1Бета1.20.1 · 15 марта 2026 г.
-initial public beta release-
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