Illuminate your world with holiday cheer and cozy vibes! This expanded port of Fairy Lights brings the classic decorative mod to NeoForge 1.21.1, allowing you to craft and hang a wide variety of beautiful light strings, pennants, and garlands.
Whether you're decorating for Christmas with Tinsel Garlands, setting up a spooky Halloween vibe with Jack-o-Lantern lights, or just adding a warm glow to your base with standard hanging lights, this mod gives you complete creative control. Use the custom crafting system to design your own string patterns, mix and match colors, and even add text to bunting!
Key Features:
- Hanging Lights: Choose from various shapes like Fairy Lights, Paper Lanterns, Orbs, Flowers, and specialized holiday themes.
- Garlands & Bunting: Decorate with connection types like Tinsel, Vine, Pennant, and Letter Bunting.
- Customization: Craft intricate patterns by combining different lights on a single string.
- Letter Bunting: Write custom text messages to hang on your walls (now fully functional in 1.21.1!).
- Dynamic Physics: Ropes and strings sway gently and react to players.
Credits:
- Original Creator: pau101 (Huge thanks for creating the original masterpiece!)
- Source: Forked from the original Fairy Lights repository.
- Port Author: Imbavirus (Ported to NeoForge 1.21.1)
How to Install Fairy Lighting (Mod)
Fairy Lighting by imbavirus is verified for Neoforge across Minecraft versions 1.21.1 (latest release: 8.0.16, file size: 835 KB). Follow the steps below to install it safely from ModCraft.tv:
- Click the Download button above and select your Minecraft version (1.21.1) and platform (Neoforge).
- Make sure you have the compatible loader or environment installed for Neoforge.
- Move the downloaded Fairy Lighting file into your Minecraft
.minecraft/modsfolder and launch the game.
All Versions
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v8.0.5
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v8.0.4
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## Pennant Bunting
- Flags hung ~1 block below the rope (CF report, reproduced
meka_test07.22.32). - 8.0.8 applied the model
fixedtranslation[-7.5, -16, -8]by hand **and**renderBakedModelstill appliesItemDisplayContext.FIXED. Doubled offset. - Renderer now lets FIXED apply once.
## World leave hang
- Save/quit stuck at
Saving worlds(07:22:36, noSaving chunks).setRemoved/ fence entity unload calledfastener.remove(), whichdest.gets the other end underCONNECTION_MAP_LOCK. - Unload now
detachLocal()(clear maps, no peer lookup). Intentional break stilldropItems+remove()fromFastenerBlock.onRemove/ fenceKILLED.
## Crafting
- Generic recipes were marked incomplete because empty 3x3 cells used
Ingredient.EMPTY. Vanilla treats that as "missing items", so the recipe book never unlocked them. JEI / recipe-book + would not pull ingredients, and a limited-crafting world also refused a manual grid. - Light and pennant extras now match the
fairylights:lights/fairylights:pennantstags, so dyed / twinkling stacks count the same as bare ones. - Item ingredients are item-type matches, not prototype
ItemStacks.
## Build
- Compile JEI pin moved
19.21.2.313→19.27.0.340(old artifact gone from Maven). Runtime pack JEI 19.39 still fine.
## JEI
- Twinkle (light + glowstone) and color-changing (light + gold nugget + dyes) are special crafts with no fixed result. JEI now gets sample results and registers those special recipes so they show when viewing a fairy light.
- Dye color subtypes no longer hide shared upgrade recipes (color still separates stacks in the item list).
- Twinkle / color-changing stay distinct from plain lights in recipe matching (fixes empty JEI output when viewing a non-twinkling light).
- Twinkle / color-changing recipes cycle every light type in JEI, not only the first tag entry.
## Twinkle / color-changing behavior
- Hanging-light patterns now persist twinkle and color-changing data across sync (same backup path as dye color).
- Client connections apply powered state after feature rebuilds so twinkle/emissive rendering can run.
- Placed light blocks tick their light behavior so twinkle animates there too.
- Crafting only keeps an active twinkle flag (false/absent no longer sticks as a component).
- Color-changing lights store their palette on a real
fairylights:colorsdata component (CUSTOM_DATA alone was producing plain dyed results).
## Placement
- Finishing a place no longer destroys the connection (incoming peer-teardown was colliding with
reconnect). - Hotbar abort still clears the tether from the owner fastener without breaking completed strands.
- Clicking a fence attaches via
FenceFastenerEntityinstead of spawning a wall Fastener block beside the post.
## Fence tether / sync
- Fence fastener updates are sent as real network payloads (client tether rope renders during place).
- Connect before spawning the fence entity so spawn data includes the placing tether.
- Player tether hand offset uses the held item + main arm (no longer stuck on the left when player fastener data is client-local).
## Fence break
- Breaking a fence tears down both ends of the connection immediately.
- Removed fence entities are treated as gone so the other end does not leave a ghost rope.
- Fence fastener model uses the FIXED display transform again (nub centered on the post).
## Tooling
publish.ps1auto-resolves CurseForge Client/Server environment version IDs (75208).
## Critical Fixes
### Server Watchdog Hang on Chunk Unload
- Guarded
HangingLightsConnection.removeLight()withworld.isLoaded(pos)so unload no longer triggers blocking chunk loads / deadlocks. - Soft-teardown on fastener remove (
noDrop()before connection teardown) to avoid item rain and world mutation during unload.
### Placement Tether / Player Fling
- Aborting a place (e.g. hotbar switch) now fully tears down the connection instead of only stripping the player’s incoming map entry.
PlayerFasteneris ticked fromServerEventHandlerand stored via NeoForge data attachments (replacing the fragileWeakHashMap).
## Visual / Item Fixes
### Invisible Black / Gray (and EMI icons)
- Normalize dye/string/item tints to opaque ARGB for Minecraft 1.21 ItemColor.
- Sync
COLORfrom connection logic on pickup; restorefl_backup_colorfor pennant patterns; opaque seasonal/ClientProxy fallbacks.
### Light Block Toggle
- Migrated dead
LightBlock.use()touseItemOn/useWithoutItemand sync BEonwithLIT.
## Recipes / Data
- Restored
color_changing_lightrecipe (was a width-0 stub) and wire"colors"through crafting +ColorChangingBehavior. - Fixed
light_twinklecrafting to persist thetwinklecomponent; tooltip/name helpers read components correctly. - Fixed malformed NeoForge tag JSON for
#c:ingots/ironand#c:nuggets/gold.
## Performance
- Stop per-tick
sendBlockUpdatedfor dynamic catenaries (only sync when explicitly dirty). - Strip hot-path info logging (letter/pennant/tinsel/JEI).
## Other
- Pick-block (
getCloneItemStack) updated for NeoForge 1.21.1. - Fastener renderer provides infinite render bounds so long connections cull correctly.
settings.gradleNeoForge plugin repo URL uses/releases.
## Performance Fixes
### CapabilityHandler (~16% render thread overhead eliminated)
- Removed per-tick reflection calls** in
getFastenerCapability()for bothEntityandBlockEntityoverloads. The code was callingClass.getMethod()/Method.invoke()every tick trying to find old Forge API methods (getCapability,getData,setData,addCapability,getOrCreateCapability) that don't exist in NeoForge 1.21.1. Each call threwNoSuchMethodExceptionwhich is expensive to construct. - The
instanceofchecks forFastenerBlockEntity,FenceFastenerEntity, andPlayeralready covered all real use cases — the reflection fallbacks never succeeded.
## Bug Fixes
### Connection Item Matching (Connection.java)
- Fixed
matches()andreplace()using deadgetTag()reflection** instead of the Data Components API.ItemStack.getTag()was removed in 1.20.5 — the reflection always failed and returnednull, causingmatches()to always returntruefor same-type items (preventing valid NBT comparison) andreplace()to always pass empty data (losing connection properties like color/pattern). Now correctly reads fromFLDataComponents.CONNECTION_LOGIC.
## Dead Code Removal
### FenceFastenerEntity.java
- Removed two useless reflection attempts for
NbtAccounter.unlimitedHeap()andNbtAccounter.createUnlimited(int)inreadSpawnData()— neither exists in 1.21.1. The correctNbtAccounter.create()was already the final fallback.
### NetBuilder.java
- Removed dead reflection in
sendToClient()tryingPayloadRegistrar.send()andPayloadRegistrar.sendToPlayer()— neither method exists. The handler map fallback was the actual working code path.
### ClientEventHandler.java
- Removed reflection-based
addVertexToBuffer()trying the oldVertexConsumer.vertex(double,double,double)chained API. This code path is unreachable (only called from commented-outdrawEntityHighlight).
### ClientProxy.java
- Removed unused
getUvIndex()method containingVertexFormatElement.getUsage()reflection — never called from anywhere in the codebase.
- Suppressed
FL_DEBUGandFL_DEBUG_CRITICALconsole spam.
## Major Fixes
### Letter Bunting Rendering
- Fixed letters not appearing on string**: Letters now render correctly on letter bunting after entering text in the dialog. The root cause was a broken manual vertex extraction approach — replaced with Minecraft's native
putBulkData()method for rendering BakedQuads.
### Pennant Bunting Rendering
- Fixed pennants not appearing on string**: Pennants now render correctly. The model lookup was using the wrong variant (
"inventory"instead of"standalone"), causing all models to return the missing model. - Fixed pennants off-center**: Added proper centering translation to align pennants under their attachment points on the string.
### Rendering Pipeline
- Fixed texture atlas mismatch**: BakedQuad rendering was using the mod's custom entity texture atlas, but the quad UV coordinates reference the block texture atlas. Switched to
Sheets.cutoutBlockSheet()for correct rendering.
## Technical Improvements
- Replaced ~120 lines of broken manual vertex extraction and reflection-based rendering with a single
putBulkData()call - Fixed model variant from
"inventory"to"standalone"inPennantBuntingRenderer - Updated
FenceFastenerRendererto use theMultiBufferSourceoverload - Removed excessive debug logging and
System.out.printlnstatements - Removed unnecessary depth offset hacks from all connection renderers
## Major Fixes
### Connection Placement System
- Fixed placement after breaking**: Hanging lights can now be placed at different distances after breaking the first fastener. Previously, the connection would remain in the player's hand and block new placements.
- Fixed reconnection logic**: When placing a connection at a different distance, the system now properly handles reconnecting to a new destination or creating a new connection if the old destination is invalid.
- Improved connection validation**: The placement system now correctly ignores removed or invalid connections, allowing new placements even when stale connection data exists.
### Item Drop System
- Fixed swapped light drops**: When breaking a hanging lights connection, all individual lights from the pattern (including any lights you swapped in) are now properly dropped as items. Previously, swapped-in lights would be lost.
- Fixed drop behavior**: Pattern items are now dropped both when manually disconnecting a connection and when breaking the fastener block, ensuring you always get your lights back.
## Technical Improvements
- Enhanced connection type matching to allow reconnection when types match
- Improved handling of stale connections in player capability
- Better null safety checks in connection removal code
- Fixed item dropping to occur in both
onRemove()anddisconnect()methods
## Notes
- Breaking a hanging lights connection now returns all lights that were placed in the pattern
- You can now freely place connections at different distances without being blocked by previous placements
- The connection system now properly cleans up invalid connections automatically
## Major Fixes
### Hanging Lights Interaction System
- Fixed individual light swapping**: Lights can now be individually replaced by clicking on them with a different light item in hand. Each light maintains its own state and can be changed independently.
- Fixed light shape changes**: Swapping lights now correctly changes both the color AND shape of the light, not just the color.
- Fixed interaction detection**: Improved client-side interaction detection to reliably detect clicks on individual lights, fasteners, and the rope itself.
### On/Off Toggle System
- Fixed on/off state persistence**: Lights now correctly maintain their on/off state and properly toggle when clicked with an empty hand.
- Fixed state synchronization**: The on/off state now correctly synchronizes from server to client, ensuring all players see the same state.
- Fixed light block removal**: When lights are turned off, the light blocks (that emit actual light) are now properly removed on both server and client, so the area becomes dark as expected.
- Fixed toggle behavior**: Lights only toggle on/off when clicking with an empty hand. Swapping lights no longer triggers the toggle.
## Technical Improvements
- Improved network synchronization for connection state updates
- Enhanced client-side state management for hanging lights
- Better handling of light block placement and removal
- Fixed duplicate interaction handling to prevent double-toggles
## Notes
- The on/off toggle requires an empty hand - holding an item will swap the light instead
- Individual lights can be swapped by clicking on them with a different light item
- Light blocks are automatically removed when lights are turned off, restoring normal lighting
### Fixed
- Server Crash**: Fixed a crash that occurred when sending chunk data to players. The issue was caused by
LightBlockEntityattempting to save an emptyItemStackto NBT, which Minecraft 1.21.1 disallows. The block entity now only saves item data when the item stack is not empty, preventing theIllegalStateException: Cannot encode empty ItemStackcrash.
### Fixed
- Breaking**: Breaking/disconnecting connections is now much easier and more reliable. Improved interaction handling and reach distance checks ensure connections can be broken consistently when attacking them.
- Colors**: Fixed color persistence and display issues. Colors now properly use the new 1.21.1 Data Components system and will correctly save and load. Added fallback support for legacy color data to ensure compatibility with existing items.
- Recipes**: Fixed the majority of recipes not showing up in JEI. All items should now be craftable and visible.
- Connections**: Fixed an issue where hanging lights/bunting connection ropes would become invisible when standing close to them.
- Construction**: Fixed a bug where you couldn't place the second point of a connection if you were using an item from the Creative Menu.