Tags
Creators
Details
Licensed ARR
Published 3 months ago
Updated 6 days ago
All versions
1.5.0
Release
Contraption Lights 1.5.0last month 2,984
Compatibility
Minecraft: Java Edition
1.21.1
Platform
NeoForge
Supported environments
Client-side
Server-side
Changes
- New option
enableColoredLight: light takes the colour of the block it comes from, so a torch glows warm, a soul lantern blue, and a redstone torch red. Off by default. - Coloured light works with Sodium installed, and turns itself off while a shaderpack is active. Switching the option takes effect right away.
enableColoredLightcovers VEIL mode as well, so every backend follows the one setting. VEIL lights are plain white while it is off, and take their block's colour while it is on.- Light colours are truer to the block they come from: soul lights read blue instead of cyan, redstone a deeper red, and froglights the pastel shade of their own texture.
- Every light-emitting vanilla block now has its own colour, including lava, fire, lit furnaces, cauldrons of lava, conduits, ender chests, portals, respawn anchors, trial spawners, vaults and candle cakes.
- Dynamic lights from items that are not blocks are coloured too: a lava bucket, glow berries, a glow ink sac, glowstone dust, prismarine crystals, blaze rods and powder, fire charges, spectral arrows and a nether star. Fireballs, wither skulls, endermen, creepers and filled item frames light in colour as well.
- Create's blaze burners, rose quartz lamps and blocks of experience have light colours of their own, with a superheated burner glowing blue. (@Dadamalda)
- Copycat blocks and Create placards glow the colour of the block they hold.
- Particles take the colour of the light on them instead of staying white, including torch flames, glow squid sparks, portal particles and nautilus shell particles.
- Create kinetics and other Flywheel-rendered blocks take the colour of the light on them.
- Mobs and players take the colour of the light on them with Entity Texture Features or Entity Model Features installed.
- VEIL lights reach as far as their source block's light level. A torch lights 14 blocks out instead of fading away around 10.
- New option
colorIntensity: how far a light's colour departs from white. 1.0 is the block's own colour, lower washes towards white, higher deepens it, and 0 leaves every light white. - New option
colorfulCandles: each dyed candle glows the colour of its wax, or turn it off for a warm flame from every candle. On by default. - New option
deriveColorFromTexture: turn it off and any light the mod has no colour on file for glows warm instead of taking one from its texture. Vanilla blocks keep their colours either way. On by default. - New option
animatedLightColors: a resource pack can give a block a light colour that cycles, with"color": "rainbow"or a cycle of colours and a period of its own. On by default. - The coloured light settings have their own page in Sodium's Video Settings.
- Light colours are data: a resource pack or another mod can add or change them with a JSON file, matching a block id, a block tag, or particular blockstates. The wiki documents the format.
- A light colour file can also set the colour of an entity, of a held or dropped item, and of an entity on fire, and can name the mods it needs with
required_modsso it is skipped when one is missing. - New public API for mods to supply light colours from Java, for colours that live in block data and cannot be written in a resource pack. A mod registers a
LightColorProviderfor one block or for all of them, and callslightColorChangedwhen a colour it supplies changes. The wiki documents it. LightColorProvider.PASSis -1, so a provider can return pure black. A mod built against a 1.5.0 beta has to be rebuilt.- Sealed rooms inside a Sable sub-level now hold light in and keep it out. A lantern outside leaves the room dark, a lamp inside no longer shines through the hull, and passing lit structures, nearby world blocks, mobs and held torches are blocked in both directions. Glass and slabs still let light through. New option
enableSubLevelOcclusion, on by default. - Small Sable physics contraptions no longer stay unlit when a light is right beside them.
- Fixed the game failing to load with mods that ship their own copy of a Minecraft core shader, such as Immersive Petroleum.
- The Config button in NeoForge's mod list now opens the mod's settings instead of staying greyed out.
Optional dependencies
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:gUdYw8o3:NDOhWUTp"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:gUdYw8o3:NDOhWUTp"
}






