tschipcraft / dynamiclights Goto Github PK
View Code? Open in Web Editor NEWBurning entities/items such as torches or lanterns emit light!
Home Page: https://tschipcraft.ddns.net/dynamiclights.html
License: Other
Burning entities/items such as torches or lanterns emit light!
Home Page: https://tschipcraft.ddns.net/dynamiclights.html
License: Other
Add the totem of undying to the Light emiting items.
"minecraft:totem_of_undying", in 6.json
better in 3 when available
Thx for your work on the pack. We love it!
When you are holding a lantern, sea pickle or other item with light source in the water, if you stand in a water block which is not a source block, the lights are just going to turn off
Take a Lantern or a sea pickle. Fill up a room with water, but only place watter on the ceiling so only water source blocks are on top, now go to the bottom of the room , your light will turn off
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If you mine out a 1x1 space and place ladders in it to climb up/down, the space is not illuminated by dynamic light sources
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problem of mod to be updated
implementation of 1.21 version
this is and will be ig (;
asap please! thankyou
Every time a shulker shoots, the shulker will teleport.
The shulker should not teleport unless it is attacked, or the block is obstructed.
1.20.4 - Fabric
I tested with and without the mod installed and was met with different results.
I also tested the data pack and was met with the same thing.
I have the datapack v1.8 installed on my purpur 1.20.6 server. It loaded successfully and there is no error, but when my player holds a torch, no dynamic light is cast. I'm not really sure how to trouble shoot better or provide more info, since as a datapack, there's no configuration, logging, or alternative way to install it. The pack shows up in /datapacks list
Join a purpur 1.20.6 server
Hold a torch
Suffer
A light block is placed while the torch is held
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So I'm a shader user and can run pretty decent shaders and like their implementation of dynamic lights but my friends don't run modded so they don't have shaders but I want them to have dynamic lights too but whenever I'm using this the shader dynamic lights and this are both working and causing some very odd lighting.
If there was someway for a client to maybe have the mod and disable some setting so that they don't see the dynamic lights that'd be great.
I've thought about just removing the mod but I really do think it would be great for my friends to have dynamic lights so I want to try making it work. I also thought about disabling the dynamic lights from the shader but they're so smooth and colored nicely that I would like to keep that if possible.
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There are actually three bugs which we had to track down. After cloning the server to a local environment, it took us days to find that Dynamic Light not just messes with TNT but also with Skulk sensors.
Please don't understand this bug report as a rant, more as a possibility to make this data pack even better and for others to find a solution to a problem, which seemingly has nothing to do with Dynamic Lights.
Our environment:
We have set up a Fabric moded server using Minecraft 1.20.1 with Fabric Loader 0.14.21 and the following mods:
08.27.23_Memory_In-Between_Modlist.txt
We are having problems with TNT blocks as it isn't possible to ignite them with a flame bow:
Flame bow 1st try:
https://www.youtube.com/watch?v=LOK2TG4cd8U
Flame bow 2nd try:
https://www.youtube.com/watch?v=VvVGtd4p1-E
But it works using Redstone
https://www.youtube.com/watch?v=Tqk7KwzZAfA
We do have problems with TNT dupers as well, which sometimes work, but fail at about 80%:
It's not consistent as this time, when I filmed it, most of the dupers worked correctly but some failed
https://www.youtube.com/watch?v=anO7eCW091o
As well Skulk sensors are detecting players on wool blocks:
https://www.youtube.com/watch?v=rIJYdKrTsjE
We searched high and low in every config and setting, expecting that we messed up with player rights or TNT explosions.
Somehow we stumbled over an issue here at this page and tried it out. Removing Dynamic Lights solved all problems mentioned above!
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Whenever I or a mob I encountered has dynamic lights, unnamed markers appear where the light comes from.
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On my server (running luckperms), I have two groups: default and admin.
The Default group gets a blanket * permission to be false and the admin group gets a blanket * permission to be true.
When I am set to the admin group, dynamic light works as expected, but when I'm in the default group, dynamic light does not work as expected.
Looking at the permission nodes of dynamic lights, I see nodes for using/viewing the config commands, but not any that would be responsible for using dynamic lights... any ideas?
Make a group on luckperms to have all permissions false using the * wildcard node
Dynamic lighting works without command permissions
running 1.20.6, with clients having manually chosen to run 1.20.6 instead of "latest version," as 1.21 has been released
With the new 1.20 pre releases the Torches emit no light when in Hand.
On the Ground they Do.
Also the enchanted shield emits no light.
in 1.19.4 everything is fine
get 1.20 pre1 and load the datapack
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Placing the light block causes block updates, triggering BUDs. This also causes cave-ins. Also, the light block isn't pushable, so players are completely unable to be pushed by pistons at feet level, making all slime elevators and bounce pads inoperable. Can you make it so the light block placement suppresses updates and light blocks are pushable?
Hold a torch
Walk in front of an observer
Hold a torch
Step on top of an upwards-facing piston
Power the piston
Observers and BUDs are not triggered and players can be pushed by pistons
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The light level is too high I think, I would like to be able to lower it.
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The current datapack generates light levels of 6, 9, and 15. However, another users might want to use light levels other than 6, 9, and 15
I attempted to add level 12 to bridge the significant gap between level 9 and level 15 but failed
It would be great to have files with a more diverse range of light levels, such as (3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15)
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There is a Reset and an Uninstall button.
I no see this command and this datapack
My server don't work
i need so many this datapack
Please ... thanks!
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Title says it all really, if you're playing a Minecraft map or something that has player-placed light blocks by the map builders, this will overwrite those and can remove them.
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Light blocks placed by players should not be touched.
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I know this is probably one of 200 other requests for 1.21 support. But I am making a Realm map, torches emitting light while being held is one of most important systems in the map. Is there any way to enable the datapack to work with 1.21, I don't need it to work with new blocks that have been added in 1.21 , just old regular ones from 1.20.6 but make it work with 1.21 . Thank you in advance.
Working great so far, but while caving certain places don't work - started noticing it in mineshafts. I don't know how prevalent cave_air is with the new cave generation systems, but that seems to be where it fails - if I step into an area I dug out myself, it works fine.
I did look at the datapack and you have air and cave_air tagged, but in find_target.mcfunction, maybe the 'replace air' commands don't work without cave air being specified in some way, too?
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Lights continue following you as you move through caves.
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everything lights up
1: install the datapack in a world for 24w18a (idk if the mod also does that)
2: hold/drop anything
for only the stuff listed in the readme to light up
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Dynamic Lights keeps sending the welcome message when installed with the Amethyst Golem data pack.
Described above
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This issue could also apply to my other data packs since I use a globalised system for the menu display.
hello, its me again. Still love your work !!
so, i tried the 1.7 ver but its make my server tps running low. when i change it back to 1.6 ver, my tps back normal.
i dont know why its happening, can you try to do something about it ?
thank you :)
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The datapack works great on my 1.20.4 server hosting at my home. But, after some times, the datapack stop working and a error show on the console:
[12:28:17 WARN]: Failed to execute function dynamiclights:internal/main
net.minecraft.ReportedException: Saving entity NBT
at net.minecraft.world.entity.Entity.saveWithoutId(Entity.java:2505) ~[paper-1.20.4.jar:git-Paper-496]
at net.minecraft.world.entity.Entity.saveWithoutId(Entity.java:2344) ~[paper-1.20.4.jar:git-Paper-496]
at net.minecraft.advancements.critereon.NbtPredicate.getEntityTagToCompare(NbtPredicate.java:29) ~[?:?]
at net.minecraft.server.commands.data.EntityDataAccessor.getData(EntityDataAccessor.java:57) ~[?:?]
at net.minecraft.server.commands.data.DataCommands.manipulateData(DataCommands.java:337) ~[?:?]
at net.minecraft.server.commands.data.DataCommands.lambda$decorateModification$24(DataCommands.java:219) ~[?:?]
at com.mojang.brigadier.context.ContextChain.runExecutable(ContextChain.java:73) ~[brigadier-1.2.9.jar:?]
at net.minecraft.commands.execution.tasks.ExecuteCommand.execute(ExecuteCommand.java:31) ~[paper-1.20.4.jar:git-Paper-496]
at net.minecraft.commands.execution.tasks.ExecuteCommand.execute(ExecuteCommand.java:19) ~[paper-1.20.4.jar:git-Paper-496]
at net.minecraft.commands.execution.UnboundEntryAction.lambda$bind$0(UnboundEntryAction.java:8) ~[paper-1.20.4.jar:git-Paper-496]
at net.minecraft.commands.execution.CommandQueueEntry.a(CommandQueueEntry.java:5) ~[paper-1.20.4.jar:git-Paper-496]
at net.minecraft.commands.execution.ExecutionContext.runCommandQueue(ExecutionContext.java:103) ~[paper-1.20.4.jar:git-Paper-496]
at net.minecraft.commands.Commands.executeCommandInContext(Commands.java:434) ~[?:?]
at net.minecraft.server.ServerFunctionManager.execute(ServerFunctionManager.java:81) ~[?:?]
at net.minecraft.world.level.timers.FunctionCallback.handle(FunctionCallback.java:21) ~[?:?]
at java.util.Optional.ifPresent(Optional.java:178) ~[?:?]
at net.minecraft.world.level.timers.FunctionCallback.handle(FunctionCallback.java:21) ~[?:?]
at net.minecraft.world.level.timers.FunctionCallback.handle(FunctionCallback.java:14) ~[?:?]
at net.minecraft.world.level.timers.TimerQueue.tick(TimerQueue.ja
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The mod works on single player fine but when I try to use it with a server that I host the mod doesn't run. I don't know if that just doesn't work or anything but if there's a way to make it work I would like to know.
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Hey pal ! First off, nice pack. Love it so much !
i noticed that the light is not smooth
so can you add something to make the light smoother ?
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I'm playing a friend's server with this mod enabled and I've noticed a few issues it causes with some other mods due to the nature of the generated light block. Firstly, the elevators we make with the Moving Elevators mod don't move if you're standing in them wearing enchanted armor and/or holding something that generates light; and secondly, we have the Macaw's Lights and Lamps mod and those lights get switched off if you're too close to them wearing/holding a light-generating item due to a bug with that mod.
Ideally, there would be a config file wherein you could disable the dynamic lighting effects of certain blocks/items whilst keeping others intact -- for example, disabling the dynamic lighting effects of enchanted tools/items whilst leaving the effects for light-generating blocks active.
Note that Macaw will be fixing the bug in his mod to eliminate that issue; however, removing the issues with Moving Elevators has to happen via Dynamic Lighting, ideally via the aforementioned config file.
MC 1.19.2
Forge 43.3.0
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no dynamic lights apper when torch is in hand
dropped torches work
everything else is fine
run in 1.20
torch would light up surondings
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Is a 1.20.4 version being worked on? Or will you skip it to go directly to 1.21?
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After installing this datapack I went to use my treefarm, design by ianxofour. The tnt duper at the top of the machine destroyed itself which it never did before. I copied dupers from the wiki as well as a youtube video, still broken.
https://minecraft.wiki/w/Tutorials/Block_and_item_duplication#Piston-based_TNT_Duplication
https://www.youtube.com/watch?v=_MOFl0MmuEE&ab_channel=Kale
or use these schematics: https://www.dropbox.com/scl/fo/8pn0q6zszzsl5budlvdy7/h?rlkey=31qdp4jsa2ary1y2lqux8is65&dl=0
Dupers should duplicate the tnt and let it drop. One tnt should stay with the machine to be duped again. The duped tnt at the top of the tree farm should fall and when the machine is turned off should explode at the top in the waterlogged slab without destroying the surrounding blocks.
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I think candles should emit light when held in hand. Also wondering if there are any plans to support items from other mods such as Bone Torch and Aquatic Torches
Support for candles in all available colors and a few modded light sources
I've had a look at the wiki for supported items but I'm not too sure how exactly to do it myself. I have zero experience or familiarity with minecraft modding and java stuff. Some more information on how to do so would also be much appreciated
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when using voidless void trading by ianxo4 i am unable to succesfully void traid when data pack is installed however works when not installed
seems like the datapack is force loading chunks in someway
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i am woondering 1.21 support will be added
Hi.
Hope this is the right way to report a (?) bug.
I used your dynlight mod over several months the last year, currently it is deinstalled.
Every now and then, I see phantom lights, where no lightsource should be. Probably where I dropped torches on the ground, but I can not be sure. I can see those spots on the ground, with lightlevels above 0 and no light emiting sources nearby.
I can not get rid of them, whatever I try. They appear in farms I built and it is rather annoying, because I found no way to remove them several month in.
Can you help me removing those lightsources? Is there a command to run and get rid of those phantom lights?
Thanks in advance,
John
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When sneaking near a sculk sensor, while holding an item, that creates dynamic light in your main or off-hand, when the invisible marker entity gets removed with the /kill command, it sends out a vibration that triggers said sculk sensors in the area.
Put a torch, lantern, etc. in your main or off-hand.
Position yourself near a sculk sensor, that detects you running around for example.
Start sneak walking near the sculk sensor.
The sculk sensor should not detect the player when holding something that emmits light while sneaking.
I wrote a quick fix that came to my mind while writing this bug report. By just teleporting the marker away before killing it no vibrations will trigger the sculk sensors near the player. I don't know if this is ideal or not. I am not very experienced when it comes to this stuff.
From the "remove_light.mcfunction" I moved the last line into a new function "kill_marker.mcfunction"
Then I added two new lines to the "remove_light.mcfunction"
execute as @s[type=minecraft:marker,tag=ts.dl.light] at @s run tp @s ~ 320 ~
function dynamiclights:internal/kill_marker
And at last I want to thank you for creating this awesome datapack.
Hey there! first off, nice datapack - it works very well :)
I just had an idea for a feature:
manually editing the pack could work; if i knew how :/
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Hey there, still sick pack.
I noticed lava cauldrons don't glow, see here - 300a628f-39bb-4ae6-85b0-8d5d2e1e1f50.png
Would it be possible for them to?
Thanks!
Add support for 1.20.5/6, as it is currently missing.
Datapack does not work on lightblocks that are already set
The datapack's light should be activated even if there is already a lightblock set there.
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The current implementation of the hand-held torch lighting flickers as you walk. It's subtle but is bothersome, I realize this may not be fixable, but my shader already does the same thing without the flicker, so I would like to be able to turn this specific feature off.
I would like a setting in the config file/menu to be able to specifically turn the hand-held torch lighting feature on and off.
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Light-updates trigger sculk sensors, neglecting whether the player is sneaking or not.
Holding a torch, having equipped enchanted armor, or simply holding an enchanted tool while moving - triggers sculk sensors.
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