Lilium Dynamic Light

Lilium Dynamic Light is a vanilla-friendly addon that brings real-time dynamic lighting to players, mobs, and items.
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Lilium Dynamic Light - extra V1.3.0.mcaddon

File nameLilium Dynamic Light - extra V1.3.0.mcaddon
Uploader
LiliumStudioLiliumStudio
Uploaded
Oct 15, 2026
Downloads
2.7K
Size
816.3 KB
File ID
9197843
Type
R
Release
Supported game versions
  • 26.50

What's new

Changelog - Lilium Dynamic Light: Extra Content

[1.3.0]

Added

  • Miner Torch: New item ldle:miner_torch, crafted from an iron nugget placed above a torch. It is the smithing material for the default miner helmets, which used the vanilla torch: Bedrock does not allow tags on vanilla items, so minecraft:torch can never carry the minecraft:transform_materials tag that the smithing table requires. It also works as a handheld light: level 14, orange under Vibrant Visuals, and offhand-capable.
  • Native Colored Light for Placed Torches: RP/local_lighting/local_lighting.json defines minecraft:local_light_settings for the 16 dyed torches, using the same palette as Lilium Dynamic Light, so their light takes the torch color under Vibrant Visuals.
  • 16 New Languages: de_DE, fr_FR, fr_CA, id_ID, it_IT, ja_JP, ko_KR, nl_NL, pl_PL, pt_BR, pt_PT, ru_RU, tr_TR, uk_UA, zh_CN and zh_TW, matching the 19 languages of Lilium Dynamic Light. Color names follow the ones the base addon already uses in each language.

Changed

  • Miner Helmets Are Made at the Smithing Table (Breaking): The 198 helmet crafting recipes are now smithing transform recipes that take a Netherite Upgrade Smithing Template, a helmet and a torch. They keep the same identifiers and the same variants: a vanilla helmet plus the Miner Torch gives the default helmet, a vanilla helmet plus a dyed torch gives that color, and a default miner helmet plus a dyed torch recolors it. A crafting recipe always produces a brand-new item, so converting an enchanted helmet silently destroyed its enchantments and reset its durability. A smithing transform copies the base item's properties into the result instead. Each conversion consumes one template, like the vanilla netherite upgrade. The dyed torches and the Miner Torch carry minecraft:transform_materials, and the default helmets carry minecraft:transformable_items. Custom additions require Minecraft 1.26.40 or later.
  • Requires Minecraft 1.26.50 and @minecraft/server 2.10.0: Aligned with Lilium Dynamic Light 2.2.0. This also resolves a mismatch: min_engine_version was 1.26.0 while crafting_item_catalog.json declared format version 1.26.30, so the catalog was rejected on 1.26.0–1.26.2x.
  • Default Miner Helmets Emit Orange Light: They had no ldl:vv_* tag, so under Vibrant Visuals they lit white while showing a regular torch. They now carry ldl:vv_orange, which matches how Lilium Dynamic Light tints the vanilla torch.
  • Dyed Torches Accepted in the Offhand: The torch items now declare minecraft:allow_off_hand, so they can go in the offhand from the inventory. Lilium Dynamic Light's hand-swap gesture can then move them with setEquipment(), keeping their data.

Fixed

  • Actions & Stuff 1.12 Compatibility: Actions & Stuff 1.12 (pack 1.1.65) restructured its torch attachable, not just its identifiers:

    • Materials gained an oreville_ prefix.
    • Three animations, two particle effects and an armor-stand "Prop" render controller were added, and the animate, pre_animation, initialize and parent_setup scripts were reworked.
    • The geometries were renamed: ozxdvj → xkdofp, mvsuov → twlmgd, qxebim → kuabah, amxnii → nugwpk, plus a new qbognf.

    The 16 dyed torch attachables in the Actions & Stuff subpack were regenerated from the 1.12 minecraft:torch attachable, with the same three changes as before: the identifier, the torch texture (default) and the flame texture (cbiixz). The torch and flame geometries keep their UV sizes (118x115 and 8x384), so the existing textures still fit. The Miner Torch also gets an attachable there, with its own held textures: textures/entity/torches/default/miner and textures/entity/torches/fire/miner. They are built from the same white template as the dyed set and follow the same conventions: multiplied halos, a chromatic flame tip and flame at alpha 8, and an ember with an alpha gradient. They are recolored to the hues of Actions & Stuff's vanilla torch: #FFAA00 halos, an orange ember, and #F38D00, #FFAA00 and #FFD200 flame shades. Every geometry, animation, render controller, material, particle and sound referenced was checked against the 1.12 pack. As before, this subpack requires Actions & Stuff 1.12 or later to be installed.

  • Placed Dyed Torches Gave No Light of Their Own (Major Fix): The torch blocks had no minecraft:light_emission, and all of their light came from Lilium Dynamic Light's emitting-block scan.

    • With the default radius, a torch only lit up once a player came within 4 blocks horizontally and 2 vertically, so a wall torch slightly above eye level was never found.
    • It went dark again once that player was more than 12 blocks away. Rooms lit with dyed torches looked unlit from a distance, and hostile mobs could spawn right next to them.
    • Without the base addon installed, they gave no light at all.

    The blocks now emit level 14 light like a vanilla torch. The ldl:light component was removed, since it would only add a duplicate light block beside each torch.

  • Torch Particle Emitters Never Expiring (Major Fix):

    • ldle:glow used emitter_lifetime_looping, which runs until it is removed. Particles spawned from script are never removed, so every torch tick, every 15–25 game ticks, left behind one more permanent emitter.
    • ldle:basic_flame_particle used a lifetime expression without an expiration, which behaves the same way.

    Both now use emitter_lifetime_once with a one-second active time. The flame emits steadily over that second, covering the gap until the next tick, so it reads as continuous instead of flickering. Its size is also clamped at zero; before, it went negative at the end of the particle's life and grew back mirrored.

  • Miner Helmet Lamps Dark at Night: The lamp on every miner helmet rendered with the armor material and borrowed the inventory sprite of its torch. It was lit like the rest of the helmet and went dark at night. It now uses entity_emissive, which is opaque, so it can never be cut out by alpha testing. Each color has a dedicated lamp texture in textures/entity/miner_helmet/lamps/ (16 colors plus the default). Its four lamp pixels carry alpha 1, which that material reads as almost full emission. A shared MER texture set gives the same pixels full emission under Vibrant Visuals. The inventory sprites are untouched.

  • Miner Helmets Invisible on Armor Stands and Mobs: All 102 helmet attachables only applied when the owner was a player (query.is_owner_identifier_any('minecraft:player')), so a miner helmet on an armor stand or a zombie rendered nothing. The condition was removed.

  • Zero Color Channels Read as Full Intensity: hexToRgba() used value / 255 || 1.0, which turned any 00 channel into 1.0. It now only falls back to full intensity when a channel cannot be parsed. No current torch color had a zero channel, so the bug never showed.

  • es_LA Language Never Loaded: es_LA is not a Bedrock language code, so the file was ignored. It was removed; es_MX covers Latin America.

Optimized

  • One Molang Variable Map Per Color: spawnTorchParticles() built a new MolangVariableMap and re-parsed the hex color on every tick of every placed torch. One map per color is now built once and reused.

Removed

  • Unused Render Controller: controller.render.ldle_torch (RP/render_controllers/torch.json) was not referenced anywhere.
  • Byte Order Marks: The 16 torch block files started with a UTF-8 BOM, unlike every other file in the packs.

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