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Contraption Lights (Bi-directional Coloured Dynamic Lights)

Adds coloured dynamic lights that move with your Create contraptions and Sable sub-levels, flowing both ways between your builds and the world.
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contraption-lights-neoforge-1.21.1-1.4.0.jar

File namecontraption-lights-neoforge-1.21.1-1.4.0.jar
Uploader
The_AtmerekThe_Atmerek
Uploaded
Aug 12, 2026
Downloads
1.6K
Size
653.0 KB
Mod Loaders
NeoForge
File ID
8631418
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:contraption-lights-1599108:8631418"

Learn more about Curse Maven

What's new

1.4.0

  • Fixed a moving structure staying lit after the last light block was broken off a nearby structure. It now goes dark right away instead of waiting for a block update or another light to pass by.
  • The layer of a Sable sub-level that rests on the ground now picks up world light like the rest of it, instead of staying dark.
  • Fixed one layer of a Sable sub-level keeping a removed world light, staying brighter than the rest of the build.
  • enableWorldToSubLevelLambLight is much lighter on performance. A sub-level that is a single loose block now takes a cheap path sized to one block instead of the full section scan, and costs nothing at all while no light is near it.
  • Lower baseline cost with Sable installed, even with every option off.
  • enableWorldToFlywheelLight is lighter near a moving structure that carries light.
  • A structure's carried lights are skipped for blocks they cannot reach, so every lighting path costs less near large or spread-out builds.
  • A contraption riding a Sable sub-level no longer costs anything on the light paths that its host already covers.
  • World light on Sable sub-levels and on Flywheel-rendered blocks samples the light engine more cheaply.
  • VEIL mode sub-level lights are lighter per frame.
  • The status overlay costs nothing per frame while no message is showing.
  • A player ragdolled by Sable Ragdolls keeps carrying their light: a torch, lantern, or other glowing item in hand (or a glowing helmet) lights the scene while they are limp, and follows the limb as it moves. Needs no options; works on every mode. For the rest of the body to be lit by it as well, turn on enableWorldToSubLevelLambLight.
  • The settings in Sodium's Video Settings are now grouped under headings. "Light onto structures" is split into LAMB and VEIL, so the options are no longer suffixed with the mode they belong to.
  • Sable sub-levels no longer lose their corner shading under a shaderpack. Corners and recesses are shaded like the world's, and glowing blocks keep their brightness. Turn it off with fixSubLevelAmbientOcclusion.
  • VEIL mode stands down whenever Iris is installed. The notice saying so now appears on the main menu, and again each time VEIL is selected, instead of once per launch.

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