LambDynamicLights
A Fabric mod which adds dynamic lights to the game.
📖 What's this mod?
It's dark outside, very dark... You can't see a lot in the darkness, you wished you had a torch, or a lantern to hold and see in the light...
And this is possible with this mod as it adds dynamic lights to the game. Now you will be able to see in the darkness thanks to your torch!
Searching other mods to replace OptiFine? Check out that list!
✅ Features:
- Dynamic lights.
- Settings to select how smooth the dynamic lighting is.
- Works with some modded items.
- Any entity holding an item which emits light will emit light!
- Magma cubes emit light.
- Spectral arrows emit light.
- Burning entities emit light.
- Blazes emit light.
- Some items like torches, soul torches, etc. will not light up in water.
- Quick and simple API for developers.
- And more!
📖 Usage
To use this mod it's very simple!
Install it in your mods folder along with Fabric API and ModMenu, (and Sodium if wanted for better performances).
You will notice nothing at first but if you go into the video options or into the settings screen of the mod via modmenu, you will notice an option called Dynamic Lights which is by default off, choose the wanted configuration and enjoy!
Need help? Come check out my Discord server.
📖 Compatibility
- Sodium is recommended for better performances.
- Canvas is compatible but still WIP: expect huge lag spike with it until a proper lighting API is done in Canvas.
- OptiFabric is obviously incompatible.
Help! It lags in 1.17-1.18!
To address the lag complaints:
The way this mod works is it basically requires the affected chunks to be rebuilt (aka, the geometry must be redone and sent to the GPU), the issue is rebuilding a chunk is performance heavy, and with 1.17/1.18, things kind of got worse.
OptiFine gets partially around that issue by doing stuff to the renderer. Which this mod cannot do.
So, what are the possible fixes?
Either try with Sodium (with deferred chunk updates), if it's still poor performances, well I don't really know what can be achieved. There's another possible fix that I need to try out, but I cannot guarantee it to solve the issue.
The other solution is to rewrite partially the mod to use a shader approach, this takes time, and is not guaranteed to be compatible with other mods.
And, surprise, I'm short on time, and honestly, a shader approach is really hard. It adds a lot of technical difficulties.
The mod has been lately optimized again, but it's a bit hopeless at this point, and I cannot guarantee that I will ever work on the shader approach.
If you know how to make this mod faster, do not hesitate to go on GitHub, open an issue/pull request. This mod is open-source and for a reason: to encourage contributions.
That's something mods like OptiFine cannot take advantage from due to their closed-sourceness, I made it open-source so if I'm unavailable, or missing technical knowledge, it's still possible to improve it and update it.
Also to CurseForge specifically: please fix the comment section on this project, I cannot reply without using the dev tools, this is unacceptable, it's been months and I'm tired.
And when I want to post a comment with useful information, it gets marked as spam. What in hell am I supposed to do now?
Congrats, now I have to edit the description, which is awful since it looses all timestamping. I am disappointed.
Please, when you write the name of this mod, don't add spaces.
when using this with seus shaders on iris its really way too bright. mobs holding light sources are completely bright yellow.
Is this mod compatible with Oculus?
I don't see why not?
Nice! But one thing, can you add a "intensity/brightness" slider in the config? So people can change the brightness.
In reply to DUKCCCC:
For items that have light in their block forms the same value will be used.
For other items it's done through resource pack definition.
For anything related to the radius of the light, making it smaller doesn't make much sense to me, unless it proves to be absolutely necessary.
And higher radius would come with performance issues.
I am creating a modpack, and I'd like to use your mod. You'll be credited, obviously. Is this OK?
I'm getting a crash trying to load:
https://pastebin.com/R5TJyruV
I'm getting this error when I try to run this mod. How can this be rectified?
https://pastebin.com/LNVnRF6q
https://ibb.co/ysVKBKP
The mod's configuration file is corrupted, delete it and it should be able to start.
In reply to LambdAurora:
Thank you very much.
Is this mod compatible with Ominous Darkness mod?
Is there a way to increase or decrease the brightness of dynamics lights such as torches? If so how?
In reply to JLaw2756:
So, the maximum brightness is "15" and that's like glowstone/lanterns/etc, and you can't increase past this, I would like to avoid computers to spontaneously burst into a fire ball.
To decrease or increase specific items that's done through resource packs, you can find the documentation here.
Love the quick updating!! Definitely a needed mod with Iris and Sodium!!
what to do if it lags when I run and hold a torch in my hand (it didn’t happen before)
In reply to stromblex:
Look out for a graphic setting in the lines of threaded chunk rendering/threaded chunk baking/threaded chunk rebuilding and make sure it's on threaded.
i have a question does this mod work with iris shader and the light engine optimizing mod Phosphor?
In reply to tailortaily:
Yes!
In reply to LambdAurora:
thank you and the mod is great it helped me fully replace optifine
If you're having performance issues with this, consider the JVM you're using in Minecraft, OpenJ9 got me to 20fps when holding a torch, but the default Java for Minecraft runs it perfectly.