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Fairy Lighting

Fairy Lighting

by imbavirus • Downloads: 0 • Followers: 0
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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:

  1. Click the Download button above and select your Minecraft version (1.21.1) and platform (Neoforge).
  2. Make sure you have the compatible loader or environment installed for Neoforge.
  3. Move the downloaded Fairy Lighting file into your Minecraft .minecraft/mods folder and launch the game.

All Versions

+ Add Version
Name Game version Platforms Published Downloads Actions
1.21.1
Neoforge
2mo ago 1
1.21.1
Neoforge
3mo ago 1
1.21.1
Neoforge
3mo ago 1
1.21.1
Neoforge
3mo ago 1
1.21.1
Neoforge
4mo ago 1
1.21.1
Neoforge
6mo ago 1
1.21.1
Neoforge
7mo ago 1
1.21.1
Neoforge
8mo ago 1
1.21.1
Neoforge
9mo ago 1
1.21.1
Neoforge
9mo ago 1
1.21.1
Neoforge
9mo ago 1
1.21.1
Neoforge
9mo ago 1
1.21.1
Neoforge
10mo ago 1
[8.0.16] v8.0.16 by imbavirus on Aug 26, 2026
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# Fairy Lights 8.0.16 - Pennant attach + save hang

## Pennant Bunting

  • Flags hung ~1 block below the rope (CF report, reproduced meka_test 07.22.32).
  • 8.0.8 applied the model fixed translation [-7.5, -16, -8] by hand **and** renderBakedModel still applies ItemDisplayContext.FIXED. Doubled offset.
  • Renderer now lets FIXED apply once.

## World leave hang

  • Save/quit stuck at Saving worlds (07:22:36, no Saving chunks). setRemoved / fence entity unload called fastener.remove(), which dest.gets the other end under CONNECTION_MAP_LOCK.
  • Unload now detachLocal() (clear maps, no peer lookup). Intentional break still dropItems + remove() from FastenerBlock.onRemove / fence KILLED.

[8.0.15] v8.0.15 by imbavirus on Aug 15, 2026
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# Fairy Lights 8.0.15 - Crafting + / manual grid

## 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:pennants tags, 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.

[8.0.14] v8.0.14 by imbavirus on Jul 22, 2026
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# Fairy Lights 8.0.14 - JEI Twinkle / Color-Changing Recipes

## 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:colors data component (CUSTOM_DATA alone was producing plain dyed results).

[8.0.13] v8.0.13 by imbavirus on Jul 22, 2026
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# Fairy Lights 8.0.13 - Fence Placement & Tether Fixes

## 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 FenceFastenerEntity instead 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.ps1 auto-resolves CurseForge Client/Server environment version IDs (75208).

[8.0.11] v8.0.11 by imbavirus on Jul 21, 2026
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# Fairy Lights 8.0.11 - Stability, Colors, Placement

## Critical Fixes

### Server Watchdog Hang on Chunk Unload
  • Guarded HangingLightsConnection.removeLight() with world.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.
  • PlayerFastener is ticked from ServerEventHandler and stored via NeoForge data attachments (replacing the fragile WeakHashMap).

## Visual / Item Fixes

### Invisible Black / Gray (and EMI icons)
  • Normalize dye/string/item tints to opaque ARGB for Minecraft 1.21 ItemColor.
  • Sync COLOR from connection logic on pickup; restore fl_backup_color for pennant patterns; opaque seasonal/ClientProxy fallbacks.

### Light Block Toggle
  • Migrated dead LightBlock.use() to useItemOn / useWithoutItem and sync BE on with LIT.

## Recipes / Data

  • Restored color_changing_light recipe (was a width-0 stub) and wire "colors" through crafting + ColorChangingBehavior.
  • Fixed light_twinkle crafting to persist the twinkle component; tooltip/name helpers read components correctly.
  • Fixed malformed NeoForge tag JSON for #c:ingots/iron and #c:nuggets/gold.

## Performance

  • Stop per-tick sendBlockUpdated for 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.gradle NeoForge plugin repo URL uses /releases.

[8.0.10] v8.0.10 by imbavirus on May 02, 2026
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# Fairy Lights 8.0.10 - Performance: Remove Dead Reflection Code

## Performance Fixes

### CapabilityHandler (~16% render thread overhead eliminated)
  • Removed per-tick reflection calls** in getFastenerCapability() for both Entity and BlockEntity overloads. The code was calling Class.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 threw NoSuchMethodException which is expensive to construct.
  • The instanceof checks for FastenerBlockEntity, FenceFastenerEntity, and Player already covered all real use cases — the reflection fallbacks never succeeded.

## Bug Fixes

### Connection Item Matching (Connection.java)
  • Fixed matches() and replace() using dead getTag() reflection** instead of the Data Components API. ItemStack.getTag() was removed in 1.20.5 — the reflection always failed and returned null, causing matches() to always return true for same-type items (preventing valid NBT comparison) and replace() to always pass empty data (losing connection properties like color/pattern). Now correctly reads from FLDataComponents.CONNECTION_LOGIC.

## Dead Code Removal

### FenceFastenerEntity.java
  • Removed two useless reflection attempts for NbtAccounter.unlimitedHeap() and NbtAccounter.createUnlimited(int) in readSpawnData() — neither exists in 1.21.1. The correct NbtAccounter.create() was already the final fallback.

### NetBuilder.java
  • Removed dead reflection in sendToClient() trying PayloadRegistrar.send() and PayloadRegistrar.sendToPlayer() — neither method exists. The handler map fallback was the actual working code path.

### ClientEventHandler.java
  • Removed reflection-based addVertexToBuffer() trying the old VertexConsumer.vertex(double,double,double) chained API. This code path is unreachable (only called from commented-out drawEntityHighlight).

### ClientProxy.java
  • Removed unused getUvIndex() method containing VertexFormatElement.getUsage() reflection — never called from anywhere in the codebase.

[8.0.9] v8.0.9 by imbavirus on Apr 03, 2026
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  • Suppressed FL_DEBUG and FL_DEBUG_CRITICAL console spam.

[8.0.8] v8.0.8 by imbavirus on Mar 02, 2026
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# Fairy Lights 8.0.8 - Letter & Pennant Bunting Rendering Fix

## 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" in PennantBuntingRenderer
  • Updated FenceFastenerRenderer to use the MultiBufferSource overload
  • Removed excessive debug logging and System.out.println statements
  • Removed unnecessary depth offset hacks from all connection renderers

[8.0.7] v8.0.7 by imbavirus on Feb 07, 2026
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# Fairy Lights 8.0.7 - Connection Placement & Item Drop Fixes

## 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() and disconnect() 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

[8.0.6] v8.0.6 by imbavirus on Feb 05, 2026
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# Fairy Lights 8.0.6 - Hanging Lights Interaction & On/Off Toggle Fixes

## 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

[8.0.5] v8.0.5 by imbavirus on Feb 03, 2026
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# 8.0.5

### Fixed

  • Server Crash**: Fixed a crash that occurred when sending chunk data to players. The issue was caused by LightBlockEntity attempting to save an empty ItemStack to NBT, which Minecraft 1.21.1 disallows. The block entity now only saves item data when the item stack is not empty, preventing the IllegalStateException: Cannot encode empty ItemStack crash.

[8.0.4] v8.0.4 by imbavirus on Feb 03, 2026
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# 8.0.4

### 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.

[8.0.3] Fairy Lights 8.0.3 by imbavirus on Jan 22, 2026
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### Fixed

  • 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.
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