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LightWithin - Player-specific unique powers!

LightWithin - Player-specific unique powers!

by Emafire003 • Downloads: 0 • Followers: 0
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lightwithin_title This mod adds a new mechanic, called "InnerLights" which are cool fancy magicalish powers present within the player, and they are pretty much UNIQUE for every single one of them! And you can't just spam them, they will only help you if your are in danger! It is also highly configurable, and multiplayer friendly!

Eat a Luxcognita Berry, it will guide you along your journey of discovery!

There are lots of lights, ranging from ones that grant powerful status effects like healing, to freezing all of your enemies on the spot, or even save your allies from falling from great heights by flying away! You can even summon creatures to defend yourself against dangers! Each light has a cool sound design and distinct effects, with particles, custom glowing effects, and runes appearing on your screen!

banner_lighter

And all of this is different from player to player, so everyone will have their personal secret power!

Check the wiki for info about all of these lights. Or you could preserve the surprise and just play with the mod and find out yourself!

You can also look at the gallery!

nodecraft The best way to enjoy this mod is with other people on a server, so you can use the code EMALIGHTDEV on Nodecraft for discount!

How is it unique?

The lights are uniquely determined by the player's UUID, a set of bits that are generated by the game and assigned to every entity to uniquly identify it, a bit like fingerprints or DNA.

There a few things that contribute to the uniqueness of a light, called attributes:

  • First and foremost, it's TYPE, which could be HEAL, FROST, or BLAZING or whatever. This corresponds to which category/type your light is from. It's the main "ingredient"
  • Then, there is the TARGET. This specifies what your light targets, aka who will be affected by the triggering of the light. It could be ENEMIES, ALLIES, SELF etc
  • Starting with some numerical values we have the POWER of your light, which determines how strong your light is. It is a value used in calculating a Status Effect level, the damage done when activating the light and so on. It ranges from 1 to 10.
  • We have the DURATION, which, unsurpisingly specifies how much your light remains active
  • Lastly we have the COOLDOWN duration, which is how much time will need to pass between activating your light again! Your light will need some rest after spending all that energy no?

The best way to enjoy this mod is with other people on a server, so you should download something like e4mc or get a server!

How can I activate them?

In order to activate them you need to meet specific conditions, which often vary between light types. Usually, it involves fighting with another mob/enemy player and being "in danger", for example on low health, or being surrounded by many enemies. To be more precise, usally you need to meet more than one condition in order to trigger the activation. In my opinion it's better to just discover how to activate your light by playing, so I won't go in further detail here, look at the wiki instead.

Once you have met these conditions, an icon light will appear in the top left corner signaling that your light is ready to be released. Press the keybind V (default, you can change it) and activate your light!

There is also a magical item called Luxintus Berry which lets you activate the light regardless of the conditions. It's kind of an energy drink for your inner light! Another 2 "Lux" berry are present, allowing you to change your light type and knowing which light type you have without needing to trigger it or use commands. (Check the wiki for more info!)

Starting from version 1.1.0, you can also use LightCharges! Read more about them in the wiki!

Compatibility and Hooks with other mods

This mod is compatible with ColoredGlowLib to add a custom glow color while the light is active. For the Allies or Enemies you can use Faction, OPAC, Argonauts, FTBTeams and Minecraft's teams. You can also use Flan and YetAnotherWorldProtector to enable/disable light activation in certain areas.

There are no currently know incompatiblities with other mods. Let me know if you find any!

Setup

Download the jar file of this mod from CurseForge or Modrinth put into the /mods/ folder! (You also need to download Fabric API)

License

This mod is available under the GNU LGPL3 License.

Support me

The best way to do that, is sharing the mod with as many people as you know, feel free to make video tutorials/gameplayes and such! It would really help!

You can directly support me by offering a coffe at this link: Another thing you could is make videos and posts about the mod!

Modpack use

You are allowed to use this mod without directly asking me, but you are asked to credit me, as for most other mods. Also, I would appreciate if your modpack was hosted on Modrinth or Curseforge, which would actually increase the download count of the mod, something that other modpacks sites don't do.

Attributions:

Text logo: textstudio.com

Some audio files: https://mixkit.co, https://pixabay.com (freesound community)

Other audio files: https://www.beepbox.co/

Some of the code for the commands: Factions mod (MIT license) Some of the code for the rendering: Renderer mod (GNU GPL3 license)

Coming (soon tm) Features (maybe)

  • More light types!
  • Maybe more targets, not sure!
  • More triggers maybe
  • Legendary lights with an heavy lore behind them (For now i can say, "black white and ???"
  • Fix bugs
  • A proper API sort of
  • A way to make the adjust the power & duration & cooldown with game items
  • Suggestions accepted. But not guaranteed.

All Versions

+ Add Version
Name Game version Platforms Published Downloads Actions
1.21.x
Neoforge
last yr. 1
1.21.x
Fabric Quilt
last yr. 1
1.20.x
Forge
last yr. 1
1.20.x
Fabric Quilt
last yr. 1
1.21.x
Neoforge
last yr. 1
1.21.x
Fabric Quilt
last yr. 1
1.20.x
Forge
last yr. 1
1.20.x
Fabric Quilt
last yr. 1
1.21.x
Fabric Quilt
last yr. 1
1.20.x
Fabric Quilt
last yr. 1
1.21.x
Neoforge
last yr. 1
1.21.x
Fabric Quilt
last yr. 1
1.20.x
Forge
last yr. 1
1.20.x
Fabric Quilt
last yr. 1
1.21.x
Fabric Quilt
last yr. 1
1.20.x
Fabric Quilt
last yr. 1
1.19.2
Fabric Quilt
last yr. 1
1.21
Fabric Quilt
last yr. 1
1.20.x
Fabric Forge Quilt
last yr. 1
1.19.2
Fabric Quilt
last yr. 1
1.20.x
Fabric
last yr. 1
1.20.x
Fabric
last yr. 1
1.19.2
Fabric
last yr. 1
1.20.x
Fabric
last yr. 1
1.19.2
Fabric
last yr. 1
1.20.x
Fabric
last yr. 1
1.19.2
Fabric
last yr. 1
1.20.x
Fabric
last yr. 1
1.20.x
Fabric
last yr. 1
1.20.x
Fabric
last yr. 1
1.20.x
Fabric
last yr. 1
1.20.x
Fabric
last yr. 1
1.20.x
Fabric
last yr. 1
1.20.x
Fabric
last yr. 1
1.20.x
Fabric
last yr. 1
1.20.x
Fabric
last yr. 1
1.19.x
Fabric Quilt
last yr. 1
1.19.x
Fabric Quilt
last yr. 1
1.19.x
Fabric Quilt
last yr. 1
1.19.x
Fabric Quilt
last yr. 1
1.19.x
Fabric Quilt
last yr. 1
1.19.x
Fabric Quilt
last yr. 1
1.19
Fabric Quilt
last yr. 1
1.19
Fabric Quilt
last yr. 1
1.19
Fabric Quilt
last yr. 1
1.19
Fabric Quilt
last yr. 1
1.18.x 1.17.x
Fabric Quilt
last yr. 1
Fixed a bug where the game would crash when opening step 5 of the alchemy screen of Luxcognita dialogue
Fixed a bug where the game would crash when opening step 5 of the alchemy screen of Luxcognita dialogue
Fabric jar compatibile with Neoforge. You **MUST INSTALL THE REQUIRED DEPENDECIES** (VelvetAPI, Syntra Connector and version 1.3.2-neo of CustomBrewRecipes!)
[2.0.0+1.21.1] 2.0.0+1.21.1 by Emafire003 on Jun 10, 2025
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Mostly the same as 1.20.1

1.21.1 specific changes:
  • Added wind_charge and breeze_rod as valid light conditions items for WindLight


[2.0.0+1.20.1] 2.0.0+1.20.1 by Emafire003 on Jun 10, 2025
Download
Hello! First major version bump uh?
# Luxcognita Overhaul - An in-game guide!
Now there are proper guides and explanations in the mod itself! Woohoo! Only took, two/three years?
Eating a **Luxcognita** berry will now open up a custom "Luxdialogue" screen, where you will be able to ask the
"light of knowledge" herself *(kind of)* everything that you need to know. You can also chat a bit about random things, but
be careful, she gets upset fairly easily!

Mainly, you will interact using buttons displayed in the bottom half of the screen, while in the top half there will be
the main text, which is what Luxcognita is saying. There will also be some images and "scenes" that will help you understand
what she's talking about a bit better.

I could list all the dialogue options and things, but it's way too much stuff and you can just open up the game and eat
a berry to see it for yourself.

![LW update 2.0.0](https://i.postimg.cc/BnQCdJ9s/2025-06-1012-58-49-ezgif-com-optimize.gif)


Some features of note:
  • You will be invulnerable (not unmovable!) as long as you see the luxdialogue screen, but as soon when you get attacked, you'll get a warning and the screen will automatically close.
  • While talking, you will also appear translucent to other players! (who knows where 'you' *really* are uh?)
  • Some dialogues will only be unlocked after others, for example, you won't reach the main dialogue unless you have completed the intro dialogue
  • The dialogues are formatted as json files, and in theory you can add your own using a resource pack. Let me know if you would like a guide on how to do that, or if you have suggestions for more dialogues, please add an issue (or a pull request!) on github!
  • A background music will also play in the background

## Backend/Code-wise updates
The code that manages the light types (the things that give you the powers) has been migrated to a registry,
(hence the major version bump, which is a very breaking thing), which should make adding more light types considerably
easier, potentially allowing a future API to add more lights using addons (not currently planned, but still).
This was already present in the alpha 1.4.0 alpha release of the mod.

## Changes and additions
### Commands
  • Added the /light spoof command, that will allow you to copy another player's light attributes, using their UUID
  • Added /light set dialogueProgress add/remove to manage the dialogue progress states (the "gates" that prevent a player from seeing certain screens and stuff)
### Config files
#### Main config
  • Added config option to set custom maximum power level settable using commands (won't affect the natural maximum power level cap)
  • Added config option to give new players a Luxcognita Berry as soon as they join for the first time (as a sort of introduction tutorial)
#### Client config
  • Added an option set for how long the action bar/overlay messages are displayed on screen
  • Added a new config tab related to the Luxdialogue options where you will find options for:
  • Scaling the text displayed on the luxdialogue screen
  • Setting how long before the screen autocloses
  • Setting the volume at which the BGM plays at
  • Setting the speed of the text color blink
  • Setting the speed of the transition animation between screen
### Misc
  • Added the Equipment Break trigger to EarthenLight
  • Added snowing check to FrostLight's conditions
  • Fixed Luxcognita Berry texture
  • Added Luxcognita Dream effect and Luxcognita Offended effect (it will prevent you from eating the Luxcognita berry for some time)
  • Updated the tooltips of the lux berries
  • Added a new music disc 'Luxcognita Dream', which is the background music played inside the screen. Currently only obtainable in creative mode.
### Mod Compatibility
  • Added compatibility for allies enemies and such with "Guilded"
  • Sodium could sometimes cause some issues with the display of the transition animation and the text blink speed. You can account for such issues using the options in the client config.
in-dev build for 1.21.1 testing, read the changelog for the 1.20.1 version!

WARNING! DON'T USE THIS IN PRODUCTION/SERVERS! USE THE EARLIER BUILD INSTEAD!
Recoded the entire light system to pave the way for interesting stuff! To user, everything should work the same, so this build is here to let you test this! And report if something is broken on the [bug tracker]([https://github.com/Emafire003/LightWithin/issues](https://github.com/Emafire003/LightWithin/issues))

Also added a new config option that allows you to increase the power level that you can set for a player using commands

WARNING! YOU SHOULD'T USE THIS IN PRODUCTION, USE THE EARLIER VERSION INSTEAD!
Fabric jar with some modifications to be compatible with NeoForge, using Connector! Which you MUST install, along with the other dependencies
This is the same jar of the fabric version, you will need to install Connector to make it work.
Hi! It's been a while (again)! Update 1.2.0 brings you (mainly)...
## Aura lights!
A new category of lights, beside the effect-based ones (well technically almost all of them use effects) and the "elemental ones".
These first ones added are ForestAura and ThunderAura, and you have a roughly 6% chance of getting them. (They are still based on you uuid so it's not chance per se, but more of the "chance you have of having a compatible uuid" with it)

Take a look at the demo [video!](https://youtu.be/uK9lecpjKzY
)

### ForestAura
This light is linked to the essence of the forest, be it the soil or the plants. Whenever you activate it, you will be communing with the forest and thus you will turn green! (photosynthesis ehy?)
It has two target types:
  • SELF**: Once activate, your matter and the matter of the forest will become one thing, and you will be able to pass through forest blocks (defined in a dedicated tag), like dirt logs and leaves.
It works similarly to powder snow. You will also be able to see other entities through a glow effect, and everything the borders of the terrain around you.
Based on the power level of your light, you will also be able to tell apart friend from foe!
  • ALL**: This variant will be harnessing the power of the secondary metabolites of forest plants: it will spawn a few different "puffs" of various substances around the caster, and they will affect every other entity around them,
except for other fellow forest-aura light-bringers. The puffs will apply different potion effects, like blindness slowness, poison etc, their strength type and duration depeding on the light's duration and power level. A new potion effect has been added,
Intoxication, that will randomise the movement controls, and make the player see... well peculiar stuff. (configurable in the config for accessibility). It will also make them jump around!

You are immune to suffocation damage while you have your light active, but be aware of its timer!

To trigger this light, you (generally) will need to be: low health, in a forest biome, be surrounded by leaves or hold a sapling.
The relevant checks are performed when: you get attacked, you attack, an ally dies. More info on the wiki.

### ThunderAura
This one comes with the power of bellowing thunder and the strength of its lightnings. Whenever you activated, you will become a bit yellowier than before. And statically charged probably too.
It has three target types:
  • ALLIES**: Upon activation, you and your allies will be shielded by the thunder, with a globe of electrical particles floating around you. This forcefield will
always be centered around you or you ally, and if any entity comes into contact with it will get shocked and bounced back where it came! (it is a very satisfying and fun thing to do trust me).
A "zap" sound will also be played, and particles displayed. The strength of the repulsion and the damage are scaled on the power level. The size of the forcefield is scaled by the size of the entity.
You and your allies will also be immune to lightning damage while the effect is active
  • ALL**: You will be able to use the power of the storm to strike wherever you like with a thunder bolt! Just point, right click, and... BAM HERE COMES LIGHTNING!!! *(mcqueen?)*. You can do so even if you don't have a free hand.
The number of lightnings spawned (by default, but it's configurable), is determined by the light's power level. The max distance is several blocks away (30ish iirc).
  • VARIANT**: This is the most peculiar target type, and maybe the most close to thunder itself. Once you activate, you will call a storm where you stand.
But it will be supercharged with A LOT of extra lightnings. They will randomly spawn in (configurable) area around you, and they will be spawning both on ground and in the air.
The amount of lightnings per second is based on you power level, as well as the area of this effect.

You are always protected from lightning damage while your light is active as well.
To trigger this light, you (generally) will need to: be on low health (or your allies need to), surrounded by your allies, have a copper rod, stand on a copper rod, thundery or rainy weather.
The checks are performed when an ally is getting attacked or struck by lightning, you are getting attacked or struck by lightning. Check the wiki for more info.

Get more info in the wiki, or just try it out! It of course comes with its icon, particle effect and sounds!

### WindLight ALLIES update
Added a new effect, called "Wind Walking", which will allow you and your allies to jump and walk on air blocks! Much like scaffolding and the ForestAura effect described above.

### New wiki!
The wiki has been updated and moved to [ModdedMc](https://moddedmc.wiki/en/project/lightwithin/)! The plan is to also allow you to use mods like Oracle Index to view the wiki in game, while waiting for ingame tutorials done by this mod itself.

### Trigger items and blocks are now tags
The list of blocks and item that acted as triggers for some of the lights have now been moved away from the config files and into new tags, located in
..data/lightwithin/tags/ and you will be able to modify them via a datapack.

### New trigger options and checks
A new check has been added, _surrounded by allies_, which checks how many allies are you close to. It is used in the thunder aura light currently.
There are also checks for the weather, and the surrounding leaves. There are also triggers for when you get zapped by lightning.

### Config Files
  • Updated the main Config to version 5, added the "surrounded_by_allies" option, similar to surrounded by instead of enemies it uses allies.
  • BalanceConfig to version 2, added the new settings for forest and thunder aura. You will also be able to set the puff action range, their max and min distance relative to the player.
You can also change the number of lightnings per level and the size of the superstorm.
  • TriggerConfig updated to version 3, added the settings for Forest and Thunder Aura
  • ClientConfig to verso 2, added the options to scale the runes displayed on activation as well as the option to choose the colors for ForsetAura's vision of allies enemies and neutrals.

### Under the hood changes
Updated to Loom 1.9, updated to the newer gradle version, updated to ParticleAnimationLib 0.1.0. Updated to new YAWP version (1.21.1)

### Misc & Bug fixes
  • Added a few new particles, the lightnings ones and puff particle ones.
  • Added the relevant BottledLights to the 2 new lights
  • Tweaked how the light types particle look, they now go a bit more horizontally before floating up. They also are a little less randomly coloured.
  • The area of search for entities (the one that checks for allies and enemies and does stuff) has been double to 12 blocks (from 6) by default
  • Added sound subtitles translations
  • Now when you activate a light, light rays will be displayed from you. If you did so using a light charge, some rays will be redder. (They won't be displayed at all if activate with a command)
  • Fixed how the sounds are played
  • Fixed [#23](https://github.com/Emafire003/LightWithin/issues/23)
  • Fixed [#17](https://github.com/Emafire003/LightWithin/issues/17)
  • Fixed the runes rendering off-center
  • Fixed a bug where the ClientConfig loaded wrong defaults on startup
  • Fixed a bug that didn't allow changing the size of the area of search for entities
  • Fixed FrostLight particles non spawning
  • Fixed HealLight sound being played too low
  • Fixed the /light ready|activate delay timers, they now work properly [#26](https://github.com/Emafire003/LightWithin/issues/27)
  • Probably other stuff I forgot



  • Fixed a crash when trying to enter a server ("Failed to encode clientbound packet" thing)
  • Fixed config files resetting while restaring the game
  • Should have fixed a rare error that could lead to a crash on startup
  • Fixed config files resetting while restaring the game
  • Should have fixed a rare error that could lead to a crash on startup
  • Fixed config files resetting while restaring the game
  • Should have fixed a rare error that could lead to a crash on startup
  • 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 an issue where sometimes jumping around while having the Wind LightType would crash the game
Fixed an issue where sometimes jumping around while having the Wind LightType would crash the game
Fixed an issue where sometimes jumping around while having the Wind LightType would crash the game
1.20.6 anyone? Same as the 1.20.1 version, but compatible with minecraft 1.20.6
Same as the 1.20.1 version, but compatible with minecraft 1.19.2! (some differences may appear due to stuff missing in 1.19.2)
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, is lightwithin.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)
Same changes as 1.0.3+1.20.1 but for 1.20.4
Note: flan is not yet available for this version, but the code is already there so hopefully when they do update, the mod will already be compatible.
  • Added comaptibility with YetAnotherWorldProtector and Flan to disable light activating in your world! Check the [wiki](https://github.com/Emafire003/LightWithin/wiki/7:-Interaction-with-other-mods#world-protecion-worldgurad-likes) 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
  • 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
  • Fixed world crashing when ColoredGlowLib isn't present
  • Now the EarthenGolem will follow its summoner around like a pet, without teleporting


  • Fixed world crashing when ColoredGlowLib isn't present
  • Now the EarthenGolem will follow its summoner around like a pet, without teleporting
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