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Stay in the Light

Mobs in the Overworld avoid lanterns and other adjustable lightsources.

Stay in the Light makes nuisance mobs in the Overworld avoid configurable light sources.
Lanterns, glowstone, and other strong emitters push mobs back, while weaker sources (like torches) are only effective in large, impractical numbers.

This lets you carve out safe, natural pathways without having to wall off every area with fences. Light itself becomes your defense. Villages become safety nets, paths become safety lines.


✨ Features

  • ✅ Overworld Only – Nether/End mobs stay dangerous as usual.
  • ✅ Weighted Lighting System – torches = weak, lanterns = strong, config controls how much.
  • ✅ Configurable JSON Tags – add modded light sources and mobs to custom categories.
  • ✅ Adjustable Balance – tweak thresholds, falloff distance, repath rate, and more in the .toml config.
  • ✅ Exemption List – certain mobs (bosses, raiders, phantoms, etc.) are unaffected and behave normally.
  • ✅ Performance-friendly – lightweight AI tweak, no coremodding.

❌ Excluded Mobs (ignore light)

  • Guardians & Elder Guardians
  • Phantoms
  • Endermen
  • Pillagers, Vindicators, Evokers, Illusioners, Ravagers, Witches
  • All Nether mobs
  • All End mobs
  • All Bosses (Wither, Ender Dragon, Warden, etc.)

⚙️ Modpack-friendly.
Everything can be re-tuned via config and JSON, so pack creators can decide how safe or dangerous their worlds should feel.

The Stay in the Light Team

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