sunwell-2.2.0-neoforge.jar
Curse Maven Snippet
What's new
## Sunwell 2.2.0 — 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 Embeddium now see the sunwell the way vanilla always did.
### Added
- World-aware lightning branches — forks find the open room around them and stop right at the wall/floor/ceiling they actually reach, instead of clipping through solid blocks.
- Real in-world strike lighting — a strike flares genuine block light, room-wide for the strike tick itself.
- Bottom-up closing fade — the bolt visibly closes from the strike end upward as it dies.
- Lightning favors height — a free strike leans toward the tallest thing in the cone while staying random.
- Embeddium light fix — sunwell rooms no longer render pitch black under Embeddium.
- Shaderpack support (Iris/Oculus) — real room lighting, orb bloom, and a fixed render type so the fade no longer disappears under a pack.
- Snow accumulation — falling snow piles up as layers on the floor.
- `/sunwell lightning <odds>` and `/sunwell rodboost <mult>` — tune strike frequency live.
- `debugLightning` diagnostic logging.
### Changed
- Lantern block light 8 → 15.
- Rain covers the whole lit cone and scales with weather intensity.
- Wall/low-mounted lanterns glow around themselves immediately.
- Brighter, bloomier lightning core and a return stroke that visibly climbs.
- Held-lantern light shafts removed (including the Amendments hand-render path).
### Fixed
- Dynamic Trees growth regression from a since-reverted `skyLevel` experiment.
- A config-shutdown crash.
### Config
`lightningThroughOdds` 80000→40000, `lightningRodBoost` 40→20, plus new snow/debug options.
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