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SunWell

Craftable Dynamic Sunwell Lanterns beam real sky light underground. Crops, Dynamic Trees, Rain ,Snow and, Stroms!. Tag any block as a grow lamp or full sunwell for modpacks.
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sunwell-2.2.0.jar

File namesunwell-2.2.0.jar
Uploader
SdataGSdataG
Uploaded
Jul 19, 2026
Downloads
55
Size
248.4 KB
Mod Loaders
Forge
File ID
8461919
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:sunwell-1565201:8461919")

Learn more about Curse Maven

What's new

[2.2.0] - 2026-07-18 - Real lightning, real shader support

The strike is a strike now: it arcs from the orb, forks toward open space, floods the room with real light for an instant, and closes from the ground up as it dies. Shaderpacks (Iris/Oculus) and Sodium/Embeddium now see the sunwell the way vanilla always did.

Added

  • World-aware lightning branches. Forks sample nearby directions and keep whichever has the most open room ahead, then clip their own length to stop right at the wall/floor/ceiling they actually reach — no more branches clipping through solid blocks. Growth speed scales per branch: a close target grows slowly, a far one lashes out fast.
  • Real in-world strike lighting. A strike now flares genuine block light around its impact point — room-wide for the strike tick itself, contracting to a local glow through the leader/fade. Not just decorative geometry anymore.
  • Bottom-up closing fade. The bolt visibly closes from the strike end upward as it dies, instead of dimming everywhere at once. Branches fade in step with the same sweep.
  • Lightning favors height. A free strike (no rod) leans toward the tallest thing in the cone — a tree, an exposed mob or player, a raised ledge — while staying random. Never lands within a block of the lamp anymore.
  • Sodium / Embeddium light fix. Both clone raw light data and mesh from the copy, bypassing the vanilla light engine entirely — sunwell rooms rendered pitch black under either. Reapplies the boost at their own read point instead.
  • Shaderpack support (Iris / Oculus). The room now fills with real block light under a shaderpack (which doesn't render virtual sky light as brightness), the orb blooms at full brightness instead of reading as a flat disc, and the additive glow render type is registered under vanilla's own "lightning" name so Iris routes it through a known-working program instead of silently dropping the dimmest parts of the fade.
  • Snow accumulation. Falling snow now actually piles up as snow layers on the floor while it's snowing, instead of just falling through. snowAccumulation, snowAccumulateOdds, snowMaxLayers.
  • /sunwell lightning <odds> and /sunwell rodboost <mult>. Tune strike frequency live without editing the config; persists to disk.
  • debugLightning. Logs where each strike lands and why, for diagnosing strikes hitting empty air or empty rooms.

Changed

  • Lantern block light 8 → 15. A proper lantern glow on top of the sky-cone projection, not just the projected light alone.
  • Rain covers the whole lit cone, not just the centre, and scales with weather (light drizzle vs. a real downpour in a storm).
  • A wall- or low-mounted lantern now glows around itself immediately, instead of needing several blocks of drop before the cone opened wide enough to light anything.
  • The lightning core is brighter, with an extra hyper-bright inner filament and wider soft bloom/halo layers, so the bolt reads as glowing in plain vanilla, not just under a shaderpack's own bloom pass.
  • The return-stroke pulse actually climbs. Brighter, and given enough frames to visibly travel from strike to lamp instead of snapping through in about one tick.
  • Held-lantern light shafts removed. They read as jank in hand; the orb's halo now correctly tells true first-person apart from third-person/other entities (including the Amendments hand-render path), so only a world-visible lantern shows sun shafts.

Fixed

  • Dynamic Trees stopped growing — a since-reverted skyLevel experiment briefly dropped effective light below the growth threshold.
  • Cannot get config value before config is loaded crash on world/server shutdown.
  • Lightning god-ray light-shaft beams (added, then removed): didn't hold up well enough to ship, on or off a shaderpack.

Config

New / changed in config/sunwell-server.toml:

  • lightningThroughOdds default 80000 → 40000; lightningRodBoost default 40 → 20
  • skyLevel unchanged at 14 (kept growth-safe; see Fixed)
  • snowAccumulation, snowAccumulateOdds, snowMaxLayers, debugLightning

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