Compatibility
Minecraft: Java Edition
1.21
1.20.3–1.20.6
1.20–1.20.1
1.19–1.19.2
1.18.x
1.17.x
Platforms
Fabric
Supported environments
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Details
Licensed LGPL-3.0-only
Published 2 years ago
Updated 3 months ago
Changelog
TLDR Changed almost everything. If you want the long version:
- Updated to 1.20.1 & 1.20.4
- Reworked how light types and other attributes are determined, so you should probably reset your light using the provided command. Going a bit more in depth, the UUID is treated more properly and calculations of how rare a given thing is have been down. It's roughly 12.5% for each light type for example.
- The duration of the lights has been extended, with a configurable multiplier. It can now range from 1-16 * 1.3.
- The power multiplier now ranges from 1-10
- The cooldown ranges from 10-170
- New way of determine the way a player is in danger regarding the health: If hit by an entity, the damage done (accounting for armor & armor thoughness) will be used to predict the next hit. If the damage for the next hit would go below the HP percentage specified, it will trigger.
- Changed the checks for when the lights trigger, go to the wiki to see how this impacts individual lights. Generally, there is now a threshold value to reach in order to activate the light, and multiple factors are required to reach it.
- Added new triggers: Falling, Drowning, Burning, Freezing.
- Renamed the OTHER target type to VARIANT (it's advised to the a light reset)
- Added compatibility with the following mods, in regard to ALLIES and ENEMIES: Open Parties and Claims, Factions, Argonauts (parties & guilds), FTBTeams
- Luxmutua berry now changes the target type too.
- Allies now by default need to be under a certain HP percent to be able to recive buffs from a light activation (from another allied player, the caster)
- The caster of an "ALLIES" light will recive only a partial buff for themselves instead of the full effect (this would have made them just a better version of SELF lights)
- Added a option to "lock" a light with the /light set command. A player with a locked light won't be able to trigger it anymore, until it gets unlocked. It can be unlocked by eating a Luxintus berry, configurable.
- Added a ton of config options, and dived the config in three files: The main lightwithin_config holds general things, the other two, balance and triggering contain light-specifc variables, the fist one is used for determine max/min values, the second one to adjust the trigger threshold and the contributions of each action/situation
- Added an option to consider non-allies as enemies in the config, along with many others.
- Low armor & Surrounded checks are now on by default
- Added new triggers, Burning, freezing, drowning! Guess what will trigger which light type? Yes, you are correct.
- Fixed bugs related to determining a light, especially when rerolling it with commands or berries
- Fixed rendering of the ready icon and runes
- Changed some of the messages in the action bar when activating a light
- Added Clear Ice block. (Replaces the Ice statues, which are present, won't crash the game anymore, but only useful in creative mode and discontinued. I may remove them at some point. Or not.)
- Internally refactored and moved around a lot of stuff and classes
- Fixed icon & runes rendering while using replay mod
- Fixed glow color not working anymore (ColoredGlowLib mod dependency)
- Updated dependencies & soft dependencies
- Fixed ALLIES and ENEMIES not working. Even thogh it may have never happend in production and only during developmen, can't remember.
- Fixed mobs sometimes spawning inside blocks. (Drowneds and Earthen golems)
- Fixed sounds being spammed around
- Some other things that I don't even remember. It's been almost 2 years after all!
- Removed Taterbrine
Aqua light changes:
- The ENEMIES target has compleatly changed: Now instead of trapping enemies in a weird looking and not so functional waterlogged root cage, it instead spawns a water column under the enemy sending them up into the air and letting them fall. The other things remain, but the trident now can't be picked up anymore
- The Drowneds from the ALL target now won't attack the caster anymore, in any case, and they will attack even in the day and out of water every entity that attacks the caster or that the caster attacks
- The Water Slide effect has been tweaked, spawing now 2/3 blocks of water in front of the player(s) and making the speed boost of the dolphin effect usable
Frost light changes:
- The ENEMIES & ALL targets have changed, instead of spawning a weird looking ice statue the enemies will be trapped in Clear Ice, a non-suffocating block that melts like Frosted Ice (the one from Frost Walker enchantment) if the caster of the light moves away or the lights deactivates.
- The frozen effect works better now, impeading every action and fixing the player look to where they were looking instead of their feet.
- The freeze resistance effect doesn't have anymore a specif multiplier for its duration.
Heal light changes:
- The VARIANT (ex-OTHER) target will now instead clear of any harmful status effects every peaceful or allied creature nearby, changing the criteria for the triggering accordingly. It won't get rid of the Light Fatigue effect.
Strength light changes:
- The VARIANT (ex-OTHER) target will now instead give a buff in attacks speed to the caster
Earthen light changes:
- The Earthen Golem now won't attack the player, or itself! (Yes, it became a masochist at some point). Will also attack anyone who attacks the player, or that the player attacks
- Changed the Earthen Golem texture
Wind light changes:
- The VARIANT (ex-OTHER) target has been renamed to ALL for consistency
Blazing light changes:
- Reset your light, if you had one. If you are in a lucky 2% you may see some changes. Only visually. And spiritually.
Commands:
- Added permission for each command, following the format "lightwithin.commands.<command>". Use a permission mod like LuckPerms to set these.
- Added a /light ready command. Works like activate, but the player has to press the keybind in order to activate the light.
- Fixed the other commands sometimes not working
- Added suggestion providers, so you will be able to see what light types you can set, and what target types!
- Activate command now bypasses the cooldown/light being active.
If you find any bugs please post them on https://github.com/Emafire003/LightWithin/issues
Dependencies
Files
Metadata
Release channel
BetaVersion number
1.0.0+1.20.1Loaders
Game versions
1.20–1.20.1Downloads
38Publication date
January 29, 2024 at 2:01 PMPublisher
Emafire003
Owner