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FsDynamicLight

held items, dropped items and burning mobs cast smooth, naturally fading dynamic light at good performance — and you decide exactly what glows
glow_squid_finally_glows.png

glow_squid_finally_glows.png

dynamic_light_from_items.png

dynamic_light_from_items.png

burning_brings_light.png

burning_brings_light.png

fox_carrying_a_torch.png

fox_carrying_a_torch.png

sulfur_cube_with_light_block.png

sulfur_cube_with_light_block.png

Description

FsDynamicLight

Every light in this mod is controlled by resource packs — item and entity light levels live in plain JSON files under assets/fsdynamiclight/, and pressing F3+T applies your changes instantly, no restart needed.

In short: held items, dropped items and burning mobs cast smooth, naturally fading dynamic light at good performance — and you decide exactly what glows.

Dynamic Light Sources

1. Block-Based Light (Automatic)

Any item that is a placeable block with a static default light level automatically emits that light while held, worn or dropped — no configuration needed. The actual vanilla values are measured at runtime from the block's default state (26.2):

Light Blocks
15 beacon, campfire, conduit, copper_lantern, exposed_copper_lantern, oxidized_copper_lantern, weathered_copper_lantern, waxed_copper_lantern, waxed_exposed_copper_lantern, waxed_oxidized_copper_lantern, waxed_weathered_copper_lantern, glowstone, jack_o_lantern, lantern, light, ochre_froglight, pearlescent_froglight, sea_lantern, shroomlight, verdant_froglight
14 copper_torch, end_rod, torch
10 crying_obsidian, soul_campfire, soul_lantern, soul_torch
7 enchanting_table, ender_chest, redstone_torch
6 sea_pickle, sculk_catalyst, vault
5 amethyst_cluster
4 large_amethyst_bud
3 magma_block
2 firefly_bush, medium_amethyst_bud
1 brewing_stand, brown_mushroom, dragon_egg, end_portal_frame, small_amethyst_bud, sculk_sensor, calibrated_sculk_sensor

Dynamic-light blocks whose default state is unreliable (e.g. redstone lamp, copper bulb, candle) are excluded here — set them in the config if you want them lit.

2. Custom Item Light (Config)

Items with no default block light but a clear glowing look (or blocks you want to override):

Light Items
12 blaze_rod, glow_berries, glowstone_dust, lava_bucket
8 dragon_breath, echo_shard, fire_charge, glow_ink_sac
4 ender_eye, glow_lichen, spectral_arrow
2 magma_cream

3. Entity Light (Config)

Entities have no default light — every glowing entity is defined here:

Light Entities
12 allay, blaze, end_crystal, firework_rocket
8 dragon_fireball, enderman, fireball, glow_squid, magma_cube, warden
4 creaking, shulker_bullet, small_fireball, spectral_arrow

4. Runtime Behaviors

Behavior Light
Burning entities (any creature or item on fire) 15
Cube mobs (slime / magma cube) config value scaled by body size
Equipment slots of living entities all 6 slots checked (main hand, off hand, armor)

Configuration

Both configs are plain JSON inside a resource pack. Place your pack's files at:

  • assets/fsdynamiclight/item_light/light_levels.json — item light
  • assets/fsdynamiclight/entity_light/light_levels.json — entity light

Changes apply on resource reload — press F3+T with no restart needed.

Format

{
  "15": ["minecraft:glowstone", "minecraft:lantern"],
  "12": ["minecraft:blaze_rod", "minecraft:lava_bucket"],
  "8":  ["minecraft:glow_ink_sac"],
  "0":  ["minecraft:torch"]
}
Field Type Description
"0" ~ "15" int key The light level (0–15, 15 = full brightness)
value string array Registered item or entity IDs that should emit this light

Notes:

  • Invalid light levels and unknown IDs are skipped with a warning in the log.
  • Config overrides the automatic block light: setting an item to "0" (or any value) takes precedence over its block default, so you can darken or brighten any block item.
  • Items that are placeable blocks with a static default light do not need to be listed at all — they already glow.

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