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Paint's Dynamic Lighting!
Hold a light source (main hand or off hand) and the light will be created! Now supports multiplayer.
Hold these for 15 light level:
* Beacon
* Campfire (not underwater)
* Conduit
* Glowstone
* Jack o'Lantern
* Lantern
* Lava Bucket
* Ochre Froglight
* Pearlescent Froglight
* Shroomlight
* Sea Lantern
* Verdant Froglight
Hold these for 14 light level:
* Blaze Rod
* End Rod
* Glow Berries
* Torch (not underwater)
Hold these for 10 light level:
* Crying Obsidian
* Glowstone Dust
* Prismarine Crystals
* Soul Campfire (not underwater)
* Soul Lantern
* Soul Torch (not underwater)
Hold these for 7 light level:
* Blaze Powder
* Ender Chest
* Ender Eye
* Glow Lichen
* Redstone Torch (not underwater)
* Sea Pickle (only underwater)
Holding a magma block provides no light.
Only air blocks and water source blocks will make a light.
* So if you're in eg. tall grass or kelp when you switch to a light, it won't turn on and destroy the block you're in.
* However, if you enter grass/kelp/whatever while holding a light, the previous light block will stay on as long as your light is still equipped, so it doesn't randomly flick off when you're running about
When holding two light sources, the brighter one will be prioritized.
Whoops: I forgot about the sculk sensor bug when I made v1.2. Now sculk sensors will trigger when you're holding light. Vote for the bug on the bug tracker!
How laggy is this?
It's usable but definitely contributes to lag. I don't know why, but using dimmer lights is more laggy than brighter lights, with a significant gap between light levels 14 and 15 (If you know why, I'd love to hear it). I consider light level 15 to be not noticeably laggy, though with more players this probably won't be the case. When I hold Alt + F3, these are my results:
Hold a light source (main hand or off hand) and the light will be created! Now supports multiplayer.
Hold these for 15 light level:
* Beacon
* Campfire (not underwater)
* Conduit
* Glowstone
* Jack o'Lantern
* Lantern
* Lava Bucket
* Ochre Froglight
* Pearlescent Froglight
* Shroomlight
* Sea Lantern
* Verdant Froglight
Hold these for 14 light level:
* Blaze Rod
* End Rod
* Glow Berries
* Torch (not underwater)
Hold these for 10 light level:
* Crying Obsidian
* Glowstone Dust
* Prismarine Crystals
* Soul Campfire (not underwater)
* Soul Lantern
* Soul Torch (not underwater)
Hold these for 7 light level:
* Blaze Powder
* Ender Chest
* Ender Eye
* Glow Lichen
* Redstone Torch (not underwater)
* Sea Pickle (only underwater)
Holding a magma block provides no light.
Only air blocks and water source blocks will make a light.
* So if you're in eg. tall grass or kelp when you switch to a light, it won't turn on and destroy the block you're in.
* However, if you enter grass/kelp/whatever while holding a light, the previous light block will stay on as long as your light is still equipped, so it doesn't randomly flick off when you're running about
When holding two light sources, the brighter one will be prioritized.
Whoops: I forgot about the sculk sensor bug when I made v1.2. Now sculk sensors will trigger when you're holding light. Vote for the bug on the bug tracker!
How laggy is this?
It's usable but definitely contributes to lag. I don't know why, but using dimmer lights is more laggy than brighter lights, with a significant gap between light levels 14 and 15 (If you know why, I'd love to hear it). I consider light level 15 to be not noticeably laggy, though with more players this probably won't be the case. When I hold Alt + F3, these are my results:
Compatibility | Minecraft 1.20 |
Tags |
2 Update Logs
Changes since v1.1: : by PaintTheFuture 06/15/2023 6:17:41 pmJun 15th, 2023
* Accommodation for multiple players using these features in the same area.
* I don't know why, but holding dimmer lights are more laggy. As a result, I've removed holding magma blocks giving light level 3 as the lag they caused outweighed their usefulness.
* Holding two light sources at the same time is now supported. The one with the greater light level will provide light.
You'd be better off using a mod, if you are able.
* I don't know why, but holding dimmer lights are more laggy. As a result, I've removed holding magma blocks giving light level 3 as the lag they caused outweighed their usefulness.
* Holding two light sources at the same time is now supported. The one with the greater light level will provide light.
You'd be better off using a mod, if you are able.
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Your datapack is great and saved me quite a bit of work. I am trying to use it in my adventurelike map(only for me and my friends ;) ), but I have a little bit of trouble. Probably I am just blind. I tried to modify this pack, so there are only 4 objects that emit light(I don't need the other ones and optimization is the key) and torches emit light level 12 (so difference between them and lanterns is bigger and therefore lanterns can cost more). I have changed every single file name and every single line that contained file reference, but... it still does not work. Could you, if its not a problem of course, tell me what I am doing wrong?
Thanks for your answer,
Tomollo
As for the Marker idea, I'd certainly suggest trying to use them if possible, don't let that bug stop you (I use them for my datapacks). It's a significant bug, and markers are so important now, hopefully they'll have to fix it soon.
Course sculk sensors aren't reliable enough to use for much.. But I can see how it would be annoying while exploring using one of these dynamic lights, and having that activate a sensor for no reason. heh
also the curseforge link dosent seem to work