- check_circle Functions
- check_circle Predicates
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[No Longer Supported]
I'm no longer supporting this pack. In its place, I've made an optifine resource pack that does what this pack, but also separates block light from sky light: link. There are also mods out there that have this same feature.
What it Does
Creates an area of light level display that continuously follows the player, which can be toggled on and off to show what spaces can spawn hostile mobs:
/trigger light_lv_toggle
Note that Zombie Reinforcements don't follow the same spawning mechanics (my Mob Control datapack can disable this).
I've taken a lot of care to keep these accurate, but if you see a danger maker where it shouldn't be or you don't see a danger marker where it should be then please let me know.
The markers are affected by my Spawn Blocking Beacons and Safer Light Pack.
I'm no longer supporting this pack. In its place, I've made an optifine resource pack that does what this pack, but also separates block light from sky light: link. There are also mods out there that have this same feature.
What it Does
Creates an area of light level display that continuously follows the player, which can be toggled on and off to show what spaces can spawn hostile mobs:
/trigger light_lv_toggle
Note that Zombie Reinforcements don't follow the same spawning mechanics (my Mob Control datapack can disable this).
I've taken a lot of care to keep these accurate, but if you see a danger maker where it shouldn't be or you don't see a danger marker where it should be then please let me know.
The markers are affected by my Spawn Blocking Beacons and Safer Light Pack.
Compatibility | Minecraft 1.17 |
Tags |
13 Update Logs
Update #13 : by Dragon3025 10/23/2021 7:09:30 pmOct 23rd, 2021
- Optimized Light Marker spawning, to better avoid spawning area effects where they aren't needed.
- Marker spawning cube is now smaller, but spawns in front of your view (instead of spawning behind where you can't see).
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Just a suggestion, hope it might work on improving performance :)
By the way, thanks a lot for your excellent work, these tags and predicates that are obviously concluded based on detailed investigation and mature considerations are very helpful.
I'm not sure what "MSPT" is, but I understand your saying too many area effect clouds is bad. It's hard to make particles without the area effect clouds, but I updated to better avoid spawning them when it isn't necessary.
I plan on not updating it anymore for 1.18 onward. In its place is an optifine pack I made that does what this pack does only better: www.planetminecraft.com/texture-pack/light-level-display-requires-optifine/
In this version, the mobs only spawn on light level 0, and so I set out to modify a fork of your mod to align the configuration with that. Weirdly, the mod only works down to light level 5 (let in the light_safe.json, the min value = 5), and anything lower than that causes no particles to show. Do you have any idea why this might be, and how I could finish editing the mod to only show particles on blocks with light level 0?
Thank you!!
There's an problem with the light level predicate which is an important part of this pack. It only detects the max light level out of sky light and block light, it doesn't detect it separately. Unfortunately the lowest sky light is 4, it doesn't get any lower. I have another pack that mimics the mob de-spawning, but I had to split above and below sea-level detection, and it's impossible for it to work perfectly the way the light predicate is right now.
Here's a reddit post I made about it: link
And here's what's pretty much the same suggestion that someone else made: link
If you want better separate block and sky light detection like I do, then please upvote those.
thanks for getting back to me!