Lightworks 1.0.1 [NeoForge 1.21.1]
Curse Maven Snippet
What's new
Lightworks 1.0.1
Shader packs now look right. Beams, lens glows and dyed colours are drawn after the shader pack has finished the picture, so they look the same as without one:
- Dyed lights colour what they light again; with a pack on they used to shine white.
- Beams no longer disappear into the sky or the End, and show through glass and water.
- Bliss, Photon and Solas now show beams properly (before: black shapes, nothing, or a faint smear).
- Tested with Complementary Reimagined, BSL, MakeUp Ultra Fast, Solas, Bliss and Photon.
Moving lights light the world without a dynamic lights mod. Lights on vehicles, contraptions and turning heads now light where they shine even without LambDynamicLights or Sodium Dynamic Lights, also under shader packs. Either mod still takes over when installed.
Beams light water. A lamp aimed into a pond, a flooded cave or the sea now lights it under the surface.
Fixes
- Fabulous graphics: beams no longer vanish against the ground, and lit spots and colours no longer turn black.
- Turning lights: the lit spot follows the beam smoothly instead of stepping, and no longer trails a Rotating Beacon's or Pan-Tilt Head's beam.
- Dirt paths, farmland, slabs, carpet and snow layers under a moving light are lit evenly; patches of them used to stay dark.
- A light on a contraption or train keeps its beam when the lamp itself is out of view.
- Warning, Tail and Brake Lights no longer waste work on a glow nothing draws.
Settings
New client settings, all on by default:
beamsAfterShaderPack: draws beams after the shader pack. Turn it off if a pack shows beams through walls.clientLightBlocks: moving lights light the world without a dynamic lights mod.shaderHint: a one-time chat tip when a shader pack is on and no dynamic lights mod is installed.
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include

