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Flashlight FE

Rechargeable handheld and headband flashlights with Forge Energy, Curios support, animated controls, and configurable directional lighting.
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Flashlight FE 1.0.3

File nameflashlight-fe-1.0.3.jar
Uploaded
Sep 19, 2026
Downloads
8
Size
129.4 KB
Mod Loaders
NeoForge
File ID
8925614
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:flashlight-fe-1696463:8925614"

Learn more about Curse Maven

What's new

  • Add optional LambDynamicLights integration with directional cones for all visible players; a two-phase per-dimension handoff removes the vanilla server-light fallback only after every compatible client reports its dynamic renderer ready, while mixed/older clients keep fallback automatically.
  • Fix flashlight lighting when standing close to walls and partial collision blocks without allowing fallback light to tunnel through solids.
  • Make beam smoothing frame-rate independent and stable across exact or near-180-degree turns.
  • Align third-person dynamic beam origin with interpolated player motion and the actual handheld/headlamp emitter.
  • Respect FE and underwater settings in the optional dynamic-light path, fall through unusable higher-priority lamps in the same tick, and clean up dynamic sources safely across world changes and failures.
  • Preserve exact source/flowing-water state in temporary light carriers, keep vanilla source-water bucket pickup semantics, let vanilla water simulation continue without replacing the active light carrier, and rearm orphan cleanup after chunk reloads.
  • Cache static server beam geometry and client occlusion probes between bounded refreshes, reduce fallback sampling from 49 to 29 rays, and avoid per-tick full ItemStack sync for FE-only drain while preserving authoritative owner charge updates.
  • Switch survival lamps off immediately after their final affordable FE tick and fall through unusable/multiple Curios headband sources correctly.
  • Add regression coverage for cone geometry, wall clipping, water lifecycle/buckets, FE synchronization, cache invalidation, optional LDL API compatibility and close-wall server behavior.

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