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SunWell

Craftable Sunwell Lanterns beam real sky light underground. Crops, Dynamic Trees, rain and snow. Tag any block as a grow lamp or full sunwell for modpacks.
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Description

Sunwell

A portable hole in the ceiling — real sky light underground, on your terms.

Sunwell adds craftable Sunwell Lanterns that project true Minecraft sky light into enclosed spaces: crops grow, Dynamic Trees survive, daylight sensors respond, and rain can fall through — like open sky, but you hang it from a ceiling.

Pack makers get a tag-driven sunwell engine: register any block as a simple grow lamp, a full weather-aware sunwell, or anything in between — no Java required.

Sunwell concept art


What makes this different

Feature Sunwell Lantern Torch / Glowstone
Light type Sky light (what plants check) Block light only
Grows Dynamic Trees Yes (≥ 12 sky light) No
Daylight sensors Yes, when exposed to day No
Undead sun-burn Optional (tag + config) No
Weather & time Optional (tag + config) Always on
Mob spawns Suppressed in lit region (configurable) Normal rules

Blocks included

Sunwell Lantern renders

Sunwell Lantern

  • Vanilla lantern placement — floor or hanging from a ceiling
  • Emits block light 15 so the room stays usable at night
  • Projects virtual sky light below (full tag profile: day/night, weather, rain, burn)
  • Animated glow, flame, and ambient hum on the client
  • Recipe: quartz + iron bars + glowstone + glass

Soulwell Lantern

  • Soul-lantern variant with block light 10
  • Same sunwell behavior and tag profile as the Sunwell Lantern
  • Recipe: quartz + iron bars + soul sand + glass

Tag-driven behavior (for modpacks)

Every sunwell block needs #sunwell:sunwell_source. That alone gives a static grow light — always-on virtual sky at skyLevel, no undead burn, no weather dimming, no rain.

Opt in to extra behavior with additional tags:

Tag Effect
sunwell:sunwell_source Required. Flood-fills virtual sky light for crops & trees
sunwell:dynamic_exposure Light follows day/night, surface sky, weather, and gentle lantern flux
sunwell:undead_burning Undead can sun-burn in the lit region during the day
sunwell:rain_through Rain and snow fall through the region during weather

Default mod lanterns ship with all four tags. Pack integrations (for example Liminal Industries ceiling lamps and blockofsky:sky_block) can use sunwell_source only — underground farms without burning your base or flickering light.

Datapack — static grow lamp

{
  "replace": false,
  "values": [
    "yourmod:ceiling_lamp"
  ]
}

File: data/sunwell/tags/blocks/sunwell_source.json

KubeJS — static grow lamp

ServerEvents.tags('block', event => {
  event.add('sunwell:sunwell_source', 'kubejs:ceiling_lamp')
  event.add('sunwell:sunwell_source', 'blockofsky:sky_block')
})

KubeJS — full sunwell behavior

ServerEvents.tags('block', event => {
  const block = 'yourmod:solar_panel'
  event.add('sunwell:sunwell_source', block)
  event.add('sunwell:dynamic_exposure', block)
  event.add('sunwell:undead_burning', block)
  event.add('sunwell:rain_through', block)
})

Global config toggles (enableUndeadBurning, respondToWeather, and so on) still act as master switches — tags grant capability; config can disable it pack-wide.


How it works

  1. Place a Sunwell Lantern (or any tagged block) on a ceiling.
  2. The mod flood-fills open air below, stopping at solid blocks.
  3. Inside that region, sky light is raised to a configurable level (default 14).
  4. Blocks with dynamic_exposure dim and brighten with the outside world; static sources stay at full grow strength around the clock.
  5. Block light from the lantern itself keeps the room lit after dark.

Performance: bounded flood-fill with per-tick chunk and node budgets, chunk caching, and adaptive batch sizing — designed for dense lamp layouts in large underground builds.


Configuration

config/sunwell-server.toml

Region

Option Default Description
maxRadius 12 Horizontal spread from each source (blocks)
maxDepth 24 Maximum depth below a source (blocks)

Light

Option Default Description
skyLevel 14 Virtual sky brightness (14 grows everything; 15 triggers vanilla canSeeSky)
attenuateByDepth false Light falls off with distance from the source

Behavior

Option Default Description
followDayNightCycle true Dim sunwell light at night for dynamic_exposure sources
respondToWeather true Rain and storms dim dynamic_exposure sources
respondToSurfaceLight true Tie strength to real outdoor sky above the column
lanternFlux true Subtle flicker on dynamic_exposure sources (matches lantern VFX)
allowRainThrough true Master switch for rain/snow through rain_through tags
enableUndeadBurning true Master switch for undead burn on undead_burning tags
blockHostileSpawns true Block monster spawns inside any lit region

Performance

Option Default Description
nodeBudgetPerTick 40000 Flood-fill cell budget per tick
chunkBudgetPerTick 24 Chunks rebuilt per tick

Tips

  • Always-on grow rooms: tag blocks with sunwell_source only, or set followDayNightCycle = false on dynamic sources.
  • Safe undead farms under lamps: omit undead_burning, or set enableUndeadBurning = false.
  • Keep skyLevel at 14 unless you explicitly need vanilla canSeeSky() (15).

Supported versions

Minecraft Forge Java Status
1.20.1 47.4+ 17 Supported

Other Minecraft or Forge versions are not supported by this release.


Credits & license

Sunwell is an original mod by SdataG — all code, block models, textures, and client VFX were written and authored for this project. No assets or textures were ported from any prior mod.

The general idea of a ceiling-mounted virtual skylight lantern is familiar in the modding community (including older projects such as Ferreus Veritas's Skylight Lanterns); Sunwell is an independent reimplementation with its own architecture: tag-driven profiles, exposure system, rain-through weather hooks, performance budgets, soul variant, and client presentation.

License: MIT

The SunWell Team

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