Contraption Lights

Adds dynamic lights that move with your Create contraptions and Sable sub-levels, flowing both ways between your builds and the world.

File Details

contraption-lights-neoforge-1.21.1-1.1.0.jar

  • R
  • Jul 11, 2026
  • 261.10 KB
  • 111
  • 1.21.1
  • NeoForge

File Name

contraption-lights-neoforge-1.21.1-1.1.0.jar

Supported Versions

  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:contraption-lights-1599108:8413678"
Curse Maven does not yet support mods that have disabled 3rd party sharing

Learn more about Curse Maven

## 1.1.0

- On LAMB mode, a Sable sub-level's carried lights now light separate Create contraptions and stationary kinetics, and a contraption's carried lights now light stationary kinetics.
- On LAMB mode, a Create contraption riding a Sable sub-level is now lit by world sources, separate sub-levels, and static world blocks at the position it is actually drawn (its host sub-level already lights it).
- On LAMB mode, a Create contraption riding a Sable sub-level now lights its host sub-level, the surrounding world, separate sub-levels, and stationary kinetics with its own carried lights, tracking its motion.
- Fixed a crash on load when `mode` was LAMB without LambDynamicLights installed. A selected backend whose mod is not installed now switches the mode to OFF instead of crashing or silently doing nothing.
- `enableWorldToContraptionLambLight` and `enableWorldToKineticLambLight` are much lighter on performance near lit sub-levels and contraptions carrying many lights.
- `enableWorldToStructureVeilLight` (Veil, non-shader) is lighter on performance.
- Running `enableWorldToSubLevelLambLight` and `enableWorldToContraptionLambLight` together near a Sable sub-level that carries a contraption no longer tanks the frame rate; both on now costs about the same as either one.