-
Updated to Minecraft version 1.21!
-
The fearher ingredient in the Wind light bottled light brewing recipes has been replaced by the wind charge instead!
-
Some other mods haven't updated yet, so there may be some incompatibiliteis when they do, make sure to report them!
-
You can now run this mod on Quilt and Forge (with Syntra Connector) too! Yay!
You can now run this mod on Quilt and Forge (with Syntra Connector) too! Yay!
- Fixed incompatibilities with Quilt and Connector caused by the mixin preventing players from drinking milk to clear the light fatigue effect
- Fixed the /effect clear command sometimes giving errors (was linked to the problem above)
- Removed some debug logging in the Aqua light effect
You can now run this mod on Quilt and Forge (with Syntra Connector) too! Yay!
- Fixed crash when placing structures
- Fixed incompatibilities with Quilt and Connector caused by the mixin preventing players from drinking milk to clear the light fatigue effect
- Fixed the /effect clear command sometimes giving errors (was linked to the problem above)
- Removed some debug logging in the Aqua light effect
Fixed a few things from the beta, like Armor trigger not workig, issues with ReplayMod, blazing light variant not spawning the structure ecc...
Brief recap of what has been added in version 1.1.0 overall:
- Added LightCharges, that allow you to use your light whenever you want, at the cost of an increased cooldown
- Added BottledLight, the item that allows you to gain new LightCharges
- Added a custom screen for the Luxcognita berry, which now also tells you about the target type, and the corresponding ingredients for the target and light type
- Added some animations with particles sounds ecc (Check the changelog for the beta version for more detalis!)
Minecraft 1.19.2 specific changes:
- Some mods like argonauts and Flan aren't supported anymore, since they don't exist for this version of minecraft
- Some features like the position of the buttons on the screen may differ slightly from the 1.20.1+ version, since some code is missing
- In general, some rendering stuff changed. But everything should work correctly regardless.
- Explosions may differ slightly
(This version is marked as beta, if you find any bugs wmake sure to report them! In a few days I will upload the release version)
For the rest of the changes, look at version 1.1.0 for 1.20.1-beta! (The changelog would be very very long)
Welcome to release 1.1.0 which had 43 commits, 155 changed files with 5,633 additions and 1,881 deletions! (yay, and it's not even the port to 1.20.5 yet)
LightCharges
This is the primary feature added by this release. LightCharges will allow you to activate your light whenever you want! Sort of.
- You will be able to get and use LightCharges after you have triggred your light normally at least once.
- Every player has maximum number of charges that they can store at a given time, and it ranges from 0-8 (or 1-7, see the config).
- You can use a charge by pressing the same button you use to activate it, by default it's V. Using a charge will set you in a "light-ready" status, press the activation button again to activate your light. You can't automatically recover a charge you have used, so make sure to activate your light as well! Or, harvest it with a Empty bottle to get the BottledLight back.
- An icon will also appear showing how many light charges you currently have. Also, the more light chargese you have stored, the more you will glow. When you have max light charges you will also emit some light particles. The icon won't show up unless you have triggered your light naturally at least once. By default it's in the same position as the activate icon, top left corner!
- Using a light charge is more costly for your light, and will increase the cooldown time by quite a lot!
- Getting a charge is a complicated and somewhat expensive process. You will need to get a BottledLight, an item that stores InnerLight energy in a bottle. You can use this item with a right click, and after the bottle breaks you will have obtained one light charge. You will also be put in a temporary cooldown.
- To get the BottledLight there are two ways: The first and simpler one is using an empty bottle when your light is ready. This will make a BottledLight store your own InnerLight, and only you will be able to use it. The other way is the alchemist way, you will be able to brew some of it by using an Experience Bottle and crushed luxintus berry, which you can obtain by smashing an anvil on top a luxintus berry. Be warned! May explode!. After that, you will need to insert the ingredients associated to the desidere light type and target. Every player with the same type and target will be able to use these. But if you have a different light type, please refrain from trying to use it!
- Cool rendering effects, like particles and rays are displayed when you use a light charge, when you increase your number of charges, when you harvest it etc. Also some new sounds will play.
Luxcognita Rework
The luxcognita berry has been reworked, now when you eat it a new screen will open, with the berry asking you what you want to know. You will be able to chose learn about 4 things: Your InnerLight type, target and their corresponding ingredients. An animation and a jingle will play when you press the button. Be warned! You are "actively thinking-speaking with the luxintus berry" aka the game isn't paused, so you are vulnerable to mob attacks!
In the future this may be the start of somekind of in-game tutorial of the mod, so tell me if you like it and if you'd change anything.
Client Config
A client config file has been added. This allows you to customize the graphical settings for the mod, and this one comes wiht a GUI! To open the config menu you will need to install YACL and ModMenu. The client config adds options to adjust the position of the icons, their scale, the presence of the runes on screen and more. Check it out in game or look at the respective section on the wiki!
Config version 4
A few new settings were added, mostly concerning the newly added stuff. You will also be able to specify if and who can activate an InnerLight in a faction's territory, if the Factions mod is installed.
Commands
- A new command sub type has benn added,
/light charge <add|remove|fill|empty> [amount]
to manage the light charges. Also, the/light get all
command now displays information on what the inner lights of a player would originally have been. For example, if they used a luxmutua berry it will show what their type should be according to their UUID. The permission to use it, as usual, islightwithin.commands.charge
. - Added options to mange the hasTriggeredNaturally status and max_charges to
/light set & get
commands. - Also, a mostly debug command to reload the client config has been added,
/light_client reload
.
Misc
Added a trigger for a player causing an explosion, it will be treated as Enity Attack on another one. Added new particles! These will spawn when using or obtaining light charges mostly. Also added a system to display render effects, and quite a bit of this sort of things under the hood, like two new libraries written by my are included in this version. Added new sound effects! Fixed a few issues Updated dependencies, mainly compatibility with flan 1.10+ has been added. Optimized some of the code Possibily something else i've forgot.
This version has been initially released as beta. Make sure to report bugs or stuff I forgot about! If nothing happens, I will publish the 1.1.0 release along the ports to 1.20.5/6 and 1.19.2 (which will recive ONLY this port for a while, and also only maybe)
- Added comaptibility with YetAnotherWorldProtector and Flan to disable light activating in your world! Check the wiki for information on how to set them up!
- Updated to ColoredGlowLib 3.0.0/1
- Team colors will now be overriden only while the light is active
- Added custom color animations for each light type! They are now more or less subtly shifting in color while your light is active!
- In the Trigger config you can now specify which blocks/items count as light conditions for some of the lights, like fire blocks for the Blazing Light and such! This config file is now version 2
- New config options:
LIGHT_DEFAULT_STATUS
, to specify if a light is triggerable by default or not. Meant to work with world protection mods, to allow for the use of lights only in certain areas. TRIGGER_BLOCK_RADIUS
, while checking for light condition blocks this is how for the check will extend. High values mean lag!- Fixed Trigger and Balance config not reloading when using /light reload
- Optimized png files (runes and icon mostly) to reduce file size!
- If you find any problems, report them on github please!
- Added a way to regenerate the terrain after a strcutre has been placed!
- Look into the lightwithin_config file (which is now version 2) for the options REPLACEABLE_STRUCTURE and KEEP_ESSENTIALS_STRUCTURES, both of which are true by default.
- If you experience lag when spawning a structure, try to disable this feature