contraption-lights-neoforge-1.21.1-1.5.2.jar
Curse Maven Snippet
What's new
1.5.2
- A light on a Sable sub-level colours the sub-level's own blocks again instead of lighting them white. The same fix applies to the world when Sodium is not installed.
- Create shafts, cogs and other Flywheel-rendered blocks near a light no longer sometimes stay white instead of taking its colour.
- Switching coloured light on while in a world now colours the light moving structures cast, instead of leaving it white until the world is rejoined.
- Snowlogged blocks from Snow! Real Magic!, and other blocks drawn through the Fabric renderer, now take the colour of nearby lights when Sodium is not installed.
- Server light blocks no longer delete a block or water placed where one of them stood, and no longer remove light blocks placed by players.
- Server light blocks on Sable sub-levels are much lighter on server performance when blocks on a sub-level change.
- Server light blocks now light up underwater and in carved caves.
- A Create contraption that has not moved yet now places its light blocks.
- Server light blocks on Create bearings, pistons and gantries keep up with the moving build instead of trailing a tick behind it.
- Nearby lights now share light blocks, so fewer are placed. New server options
lightBlockMergeToleranceandmaxLightBlockChangesPerTick. - A light inside a sealed room on a Sable sub-level no longer places a light block in the world outside. New server option
enableSubLevelLightBlockOcclusion. - An error in server light blocks now removes the ones already placed and stops only that dimension until it reloads.
- Players who also run the mod with coloured light on now see server light blocks in their source's colour instead of a warm glow.
- Servers with Sable no longer slowly build up memory from sub-level block changes while sub-level light blocks are off.
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include

