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Contraption Lights (Bi-directional Coloured Dynamic Lights)

Adds coloured dynamic lights that move with your Create contraptions and Sable sub-levels, flowing both ways between your builds and the world.

Автор: the_atmerek42,2 тыс.69обновлён 22 окт. 2026 г.
ДекорУтилиты

Описание

Contraption Lights

Bi-directional Coloured Dynamic Lights for Create and Sable.

Put a lantern, glowstone, or any glowing block on a Create contraption or a Sable sub-level, and the light travels with it as it drives, flies, rotates, tilts, or sails. No more pitch-black cabins and tunnels.

Light also passes between your builds and the world in both directions, so a torch on the shore lights a passing ship and the ship's lanterns light the shore. Turn on coloured light and every glowing block lights in its own colour, on your builds and throughout the world. Every dependency is optional: install a backend, something to light, and nothing else.

What can carry light

  • Create contraptions - carts, gantries, elevators, bearings: anything assembled and moving, rotating parts included.
  • Create kinetics - rotating shafts and cogs, rendered in place by Flywheel.
  • Sable sub-levels - physics-driven structures such as ships and dynamic trees.
  • Other Flywheel content - blocks and entities drawn by non-Create mods such as Vanillin. Needs Flywheel 1.0.6+, no Create.
  • Sable Ragdolls limbs - a ragdolled player keeps carrying their light: a torch in hand still lights the scene while they are limp.

Glowing blocks hidden inside Create copycats and FramedBlocks frames, and items framed in placards, count too, casting the light of whatever they hold.

How light travels

DirectionWhat you getTurn it on
Build lights the worldA moving build throws its own light onto the terrain, following every turn of a bearing and roll of a ship. A beacon riding a sub-level casts its beam out along the sub-level's up axis, like a steerable searchlight.On by default
World lights the buildHeld torches, glowing mobs, dropped items, placed torches, glowstone and lava shine back onto a passing build. Directed sources count too, so another mod's flashlight or a beacon beam lights what it sweeps across.The ...WorldTo... options
Builds light each otherA lit ship lights a nearby contraption or kinetic, and a lit contraption lights nearby kinetics.Nothing extra. A build already emits, so the option that lets it receive from the world lets it receive from another build.
Builds riding buildsA bearing-driven propeller with a lantern, spinning on a moving ship, lights the deck, the world and other structures, and is lit by all of them in return, tracked to where it is actually drawn.Automatic once the relevant options above are on

Coloured light

Off by default, and one option turns it on. A torch then glows warm, a soul lantern blue, a redstone torch red, and a froglight the pastel shade of its own texture.

Where two lights overlap their colours blend: a redstone torch beside a soul torch reads purple between them, and a coloured light near a white one still tints it. Colours fade smoothly with distance.

It reaches everything the mod already lights, and the rest of the world with it: blocks, entities, block entities, particles and lava, the lights your builds carry, held items, contraptions and kinetics and anything else Flywheel renders, and anything lighting the world through LambDynamicLights. The one enableColoredLight option covers every mode, VEIL included.

A shaderpack does its own lighting, so coloured light turns itself off while one is loaded and comes back when you unload it. While it is off it costs nothing: no extra memory in Sodium's terrain and none in Flywheel's lighting.

Colours come from data files, so a resource pack or another mod can change any of them or add its own. See Adding light colours.

For colours on other mods' blocks, install Contraption Lights Compat by DadamaldaDad. It covers Supplementaries, Twilight Forest, Immersive Engineering, Farmer's Delight, the Kaleidoscope mods, many Create addons and more. It is maintained separately, so report its colours to its own issue tracker.

Modes

Client lighting has one mode setting. The server option is separate and needs no client mod.

ModeLight it producesShadersNeedsCovers
LAMB (default)Smooth per frame and cheap, no shadows. Vanilla-coloured until you turn on coloured light, which this mode supports in full.YesLambDynamicLightsEvery direction above.
VEIL (experimental)Crisp angled shadows cast by a tilted sub-level's own blocks, which no other mode does. Follows the same enableColoredLight option as LAMB.No. Veil stands down whenever Iris is installed, so this mode disables itself.VeilYour build lighting the world, plus a rougher take on the reverse. No cross-build light, no riding builds, no Flywheel kinetics. Not meant for normal play.
Server light blocksReal invisible light blocks placed as a build moves and cleaned up behind it, so every player sees it with no client mod.YesNothing on the clientYour build lighting the world. Heavier, so off by default and meant for server admins.

Setup

ModEnables
LambDynamicLightsLAMB mode.
VeilVEIL mode.
Create 0.6+Contraptions, kinetics, copycat and placard light.
SableSub-levels, on any mode.
Sable Ragdolls 0.7+A ragdolled player's held light.
FramedBlocksLight and colour from a frame's glowing camo or glowstone dust.
Sodium 0.8.12+The options below in Video Settings. Coloured light works with Sodium installed or without it.

Common setups: Create + LambDynamicLights for smooth contraption lighting; Sable + a backend for ships with no Create; Create + the server option for a whole server at once. Running Iris shaders, use LAMB. Coloured light is a separate option on top of whichever mode you pick.

Options

Everything has sensible defaults. Client options live in the in-game config screen, the config file, and Sodium's Video Settings.

Client

OptionDefaultWhat it does
modeLAMBRendering backend: LAMB, VEIL or OFF. A mode whose mod is absent lights nothing and says so on screen; your choice is kept, so installing the mod later just works.
luminanceMultiplier1.0Overall brightness, up to 2.0.
updateInterval0Milliseconds between updates of the light a build casts outward. 0 is every tick, smoothest; higher costs less.
worldUpdateInterval0The same, for light cast back onto a build.
showStatusOverlayonShow a short message in the bottom-right when something needs attention (no backend installed, a backend missing, a feature that disabled itself). Click its x to dismiss. Everything shown also goes to the log.
enableContraptionDynamicLightonA Create contraption casts the light it carries.
enableSubLevelDynamicLightonA Sable sub-level casts the light it carries, including a carried beacon's beam.
enableWorldToContraptionLambLightonWorld light shines onto Create contraptions. Needs Create's Flywheel backend.
enableWorldToSubLevelLambLightonWorld light shines onto Sable sub-levels, dynamic sources and static blocks alike.
enableWorldToFlywheelLightonWorld light shines onto Flywheel-rendered blocks and entities. Needs Flywheel 1.0.6+, works without Create.
enableWorldToStructureVeilLightonVEIL mode only: world light shines onto contraptions and sub-levels.
enableSubLevelOcclusiononA sealed room inside a Sable sub-level holds its light in and keeps outside light out, in both directions. Needs Sable.

Client, coloured light

OptionDefaultWhat it does
enableColoredLightoffEvery glowing block lights the world in its own colour, and overlapping lights blend. Turns itself off while a shaderpack is loaded.
colorIntensity1.0How far a colour departs from white. Below 1 washes towards white, above 1 deepens, 0 leaves every light white.
colorfulCandlesonDyed candles glow the colour of their wax. Off gives every candle a warm flame.
deriveColorFromTextureonBlocks with no colour of their own take one from their texture. Off gives them a warm torch glow instead.
animatedLightColorsonLet a resource pack give a block a colour that cycles. Off holds every such light at the average of its colours.

Client, Iris fixes

Sable sub-levels are lit incorrectly whenever Iris is installed. These restore them, and are applied by a bundled "Contraption Lights Fixes" mod that ships inside Contraption Lights and appears as its own entry in the mod list. All three need Sable, Iris and Veil installed.

OptionDefaultWhat it does
fixSubLevelShadingonRestore directional face shading, which otherwise looks flat and too bright. Follows the build as it tilts, with or without a shaderpack.
fixSubLevelSkyLightonGo dark in caves and underground instead of staying lit as if under open sky.
fixSubLevelAmbientOcclusiononShade corners and recesses the way the shaderpack shades the world's, instead of washing them out and dimming glowing blocks. Only with a shaderpack loaded, and only for packs that handle ambient occlusion themselves.

Server

OptionDefaultWhat it does
enableContraptionLightBlockoffPlace real light blocks as a Create contraption moves.
enableSubLevelLightBlockoffPlace real light blocks as a Sable sub-level moves.
enableSubLevelLightBlockOcclusiononA light inside a sealed room on a Sable sub-level places no light block in the world outside.
minLightBlockEmission1Only place a light block for sources at least this bright, to place fewer of them.
lightBlockMergeTolerance1Lights next to each other share one light block when no spot ends up more than this many light levels darker. 0 shares only where nothing gets darker.
maxLightBlockChangesPerTick0Most light blocks placed, changed or removed per tick in each dimension, the rest following on later ticks. 0 is no limit.

Light blocks go into air and water, and are only ever removed by the mod that placed them. Players who also run the mod with coloured light on see them in their source's colour.

Adding light colours

Any block can be given its own light colour, including blocks this mod has never heard of, and the colours it ships for vanilla blocks can be overridden the same way. There are three routes:

  • A JSON file in a resource pack or inside a mod jar, matching on block id, block tag or blockstate. This needs no dependency on this mod and no coordination, so a mod can ship colours for its own blocks and they are picked up if a player installs both. A file can name the mods it needs, so one pack can carry colours for many of them.
  • The same file can colour a glowing entity or a lit item, such as a blaze or a lava bucket in hand, give a block a colour that cycles over time, or colour a light that comes from no block at all, such as a flashlight another mod adds through LambDynamicLights.
  • A small Java API, for a colour that cannot be written down as a function of the blockstate: a lamp holding a dyed bulb, a colour stored in a block entity, one read from an attached machine.

All of it is documented in the wiki, along with how the mod decides a colour when nothing has claimed a block, and the settings that change it.

PageCovers
How colours workWhat a colour means to the mod, the order every source is consulted in, how a colour is guessed from a texture, and every setting that affects it
Resource pack coloursThe full JSON reference: fields, matching rules, cycling colours, entities and items, behaviour lights, error handling
Java APISupplying a colour from code

FAQ

Which mode should I use? LAMB. It covers every direction light travels, works with shaders, and supports coloured light in full. VEIL exists for crisp angled shadows on tilted sub-levels, is experimental, and does nothing while Iris is installed.

Do other players need the mod? For LAMB and VEIL, yes, each player installs it. For the server light-block option, only the server does and everyone sees the light.

The server places light blocks and I run the mod too. Is the light doubled? No. Where the two overlap the brighter one wins, so a build looks the same as with either alone, and with coloured light on the server's light blocks take their source's colour. They move a whole block at a time, so on a fast build they can sit slightly off your own smoothly moving light. Each step also makes your game rebuild the chunk sections around it, which costs a little frame rate with many moving lights.

My Sable sub-levels look flat, too bright, washed out at the corners, or stay lit underground. That is the Iris break the bundled fixes above are for. Check Sable, Iris and Veil are all installed and the three fixSubLevel... options are on. Shading and sky light take effect immediately; ambient occlusion applies to sections as they rebuild.

Coloured light does nothing. Check it is on, since it is off by default, and that no shaderpack is loaded, since it stands down while one is. If one block looks wrong rather than all of them, the mod may have no colour on file for it and be guessing from its texture; Contraption Lights Compat may already cover it, or give it a colour with a data file as the wiki describes, or turn deriveColorFromTexture off to make everything unknown glow warm instead.

Light still gets into my sealed cabin. The room has to be closed on every side by blocks that stop light on their own. Glass, slabs, stairs, fences and open trapdoors all let light past, and one gap anywhere leaves the room open. Set enableSubLevelOcclusion off if you would rather light passed through hulls.

Nothing lights up. Watch the bottom-right corner from the main menu onward: if the setup is at fault, the mod says so there. Otherwise check the backend's mod is installed, the build actually carries a glowing block, and the matching option is on. Both server options are off by default.

Credits

  • Logo by arthursimon900.

License

All Rights Reserved. You may include this mod in modpacks.

Галерея

Structures Lighting the WorldStructures Lighting the World - With ShadersThe World Lighting a Sub-LevelThe World Lighting a Sub-Level - With Shaders

Последние версии

Все версии →
release

Contraption Lights 1.5.5

1.5.5
22 окт. 2026 г.3,4 тыс.Minecraft: 1.21.1neoforge
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Что нового
- Light from outside a closed room of a Sable sub-level no longer shines onto other sub-levels parked in that room. - Particles inside a closed room of a Sable sub-level are no longer lit by light blocks outside it. - New particles no longer show white for a moment before taking the light's colour with AsyncParticles installed. - Create sliding doors now take the light's colour while opening and when open, and on contraptions. The same applies to other animated Create parts and to blocks with animated parts on contraptions. - With Flywheel's backend turned off, Create shafts, cogs, other moving parts and contraptions now take the light's colour.
release

Contraption Lights 1.5.4

1.5.4
12 окт. 2026 г.6,3 тыс.Minecraft: 1.21.1neoforge
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Что нового
- Holding a light on a very large Sable sub-level no longer drops the frame rate. - Light blocks on very large Sable sub-levels now cast light into the world and onto other sub-levels. - FramedBlocks blocks lit by a glowing camo or glowstone dust now light contraptions and Sable sub-levels, also after rejoining a world, and glow the colour of their camo. - Light blocks in the world now light the outside of a fully closed Sable sub-level. - Solid glowing blocks, such as glowstone and sea lanterns, no longer shine out of a closed Sable sub-level when surrounded by other blocks. - A solid glowing block in a wall between two spaces of a Sable sub-level now lights both of them. - Light from a Sable sub-level inside a closed room of another sub-level now stays inside that room, and lights players and mobs in it. - Coloured light inside a closed room of a Sable sub-level no longer takes on the colour of lights outside it. - Particles inside a closed room of a Sable sub-level, and other sub-levels parked in one, are no longer lit by daylight. - Turning coloured light on or off now updates light falling onto Sable sub-levels from other sub-levels straight away. - The options in Sodium's Video Settings can now be translated by resource packs, using the same keys as the mod's own settings screen. - Fixed a "Network Protocol Error" disconnect near some modded blocks, such as Modern Industrialization pipes, with coloured light on. - New particles, such as from breaking a block or from a campfire, no longer show white for a moment before taking the light's colour. - Tilted parts of block models, such as the extra grass from the Grassy Grass resource pack, now take the light's colour with Sodium.
release

Contraption Lights 1.5.3

1.5.3
4 окт. 2026 г.3 тыс.Minecraft: 1.21.1neoforge
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Что нового
- Entities and the player's hand no longer flicker white near many coloured lights, such as in a Crimson Forest or around campfires. - Dynamic light near a Sable sub-level no longer cuts off at hard edges on its surface when approaching or moving away. - Coloured light rebuilds chunks faster while dynamic lights are around, such as glowing mobs, minecarts and moving contraptions.
release

Contraption Lights 1.5.2

1.5.2
26 сент. 2026 г.4,1 тыс.Minecraft: 1.21.1neoforge
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Что нового
- A light on a Sable sub-level colours the sub-level's own blocks again instead of lighting them white. The same fix applies to the world when Sodium is not installed. - Create shafts, cogs and other Flywheel-rendered blocks near a light no longer sometimes stay white instead of taking its colour. - Switching coloured light on while in a world now colours the light moving structures cast, instead of leaving it white until the world is rejoined. - Snowlogged blocks from Snow! Real Magic!, and other blocks drawn through the Fabric renderer, now take the colour of nearby lights when Sodium is not installed. - Server light blocks no longer delete a block or water placed where one of them stood, and no longer remove light blocks placed by players. - Server light blocks on Sable sub-levels are much lighter on server performance when blocks on a sub-level change. - Server light blocks now light up underwater and in carved caves. - A Create contraption that has not moved yet now places its light blocks. - Server light blocks on Create bearings, pistons and gantries keep up with the moving build instead of trailing a tick behind it. - Nearby lights now share light blocks, so fewer are placed. New server options `lightBlockMergeTolerance` and `maxLightBlockChangesPerTick`. - A light inside a sealed room on a Sable sub-level no longer places a light block in the world outside. New server option `enableSubLevelLightBlockOcclusion`. - An error in server light blocks now removes the ones already placed and stops only that dimension until it reloads. - Players who also run the mod with coloured light on now see server light blocks in their source's colour instead of a warm glow. - Servers with Sable no longer slowly build up memory from sub-level block changes while sub-level light blocks are off.
release

Contraption Lights 1.5.1

1.5.1
13 сент. 2026 г.3,9 тыс.Minecraft: 1.21.1neoforge
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Что нового
- World light now shines onto contraptions, Sable sub-levels and Flywheel-rendered blocks by default. Existing config files keep their current settings. - A light-emitting item worn in a Curios or Accessories slot, such as a lantern on a belt, now glows its own colour instead of white. - Turning coloured light on again during a session no longer leaves lights white until the world is rejoined. - Placing or breaking a light next to another one no longer leaves a hard colour seam along the chunk border between them. - A block that takes its light from its contents, such as a Create fluid tank, now recolours as soon as the contents change. - A dynamic light from another mod that stays in one place now takes its colour straight away, instead of glowing white until it moves. - Coloured light no longer costs heavy frame rate in scenes with moving lights, such as Create contraptions, minecarts and glowing mobs.
release

Contraption Lights 1.5.0

1.5.0
5 сент. 2026 г.3,3 тыс.Minecraft: 1.21.1neoforge
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Что нового
- New option `enableColoredLight`: light takes the colour of the block it comes from, so a torch glows warm, a soul lantern blue, and a redstone torch red. Off by default. - Coloured light works with Sodium installed, and turns itself off while a shaderpack is active. Switching the option takes effect right away. - `enableColoredLight` covers VEIL mode as well, so every backend follows the one setting. VEIL lights are plain white while it is off, and take their block's colour while it is on. - Light colours are truer to the block they come from: soul lights read blue instead of cyan, redstone a deeper red, and froglights the pastel shade of their own texture. - Every light-emitting vanilla block now has its own colour, including lava, fire, lit furnaces, cauldrons of lava, conduits, ender chests, portals, respawn anchors, trial spawners, vaults and candle cakes. - Dynamic lights from items that are not blocks are coloured too: a lava bucket, glow berries, a glow ink sac, glowstone dust, prismarine crystals, blaze rods and powder, fire charges, spectral arrows and a nether star. Fireballs, wither skulls, endermen, creepers and filled item frames light in colour as well. - Create's blaze burners, rose quartz lamps and blocks of experience have light colours of their own, with a superheated burner glowing blue. (@Dadamalda) - Copycat blocks and Create placards glow the colour of the block they hold. - Particles take the colour of the light on them instead of staying white, including torch flames, glow squid sparks, portal particles and nautilus shell particles. - Create kinetics and other Flywheel-rendered blocks take the colour of the light on them. - Mobs and players take the colour of the light on them with Entity Texture Features or Entity Model Features installed. - VEIL lights reach as far as their source block's light level. A torch lights 14 blocks out instead of fading away around 10. - New option `colorIntensity`: how far a light's colour departs from white. 1.0 is the block's own colour, lower washes towards white, higher deepens it, and 0 leaves every light white. - New option `colorfulCandles`: each dyed candle glows the colour of its wax, or turn it off for a warm flame from every candle. On by default. - New option `deriveColorFromTexture`: turn it off and any light the mod has no colour on file for glows warm instead of taking one from its texture. Vanilla blocks keep their colours either way. On by default. - New option `animatedLightColors`: a resource pack can give a block a light colour that cycles, with `"color": "rainbow"` or a cycle of colours and a period of its own. On by default. - The coloured light settings have their own page in Sodium's Video Settings. - Light colours are data: a resource pack or another mod can add or change them with a JSON file, matching a block id, a block tag, or particular blockstates. The wiki documents the format. - A light colour file can also set the colour of an entity, of a held or dropped item, and of an entity on fire, and can name the mods it needs with `required_mods` so it is skipped when one is missing. - New public API for mods to supply light colours from Java, for colours that live in block data and cannot be written in a resource pack. A mod registers a `LightColorProvider` for one block or for all of them, and calls `lightColorChanged` when a colour it supplies changes. The wiki documents it. - `LightColorProvider.PASS` is -1, so a provider can return pure black. A mod built against a 1.5.0 beta has to be rebuilt. - Sealed rooms inside a Sable sub-level now hold light in and keep it out. A lantern outside leaves the room dark, a lamp inside no longer shines through the hull, and passing lit structures, nearby world blocks, mobs and held torches are blocked in both directions. Glass and slabs still let light through. New option `enableSubLevelOcclusion`, on by default. - Small Sable physics contraptions no longer stay unlit when a light is right beside them. - Fixed the game failing to load with mods that ship their own copy of a Minecraft core shader, such as Immersive Petroleum. - The Config button in NeoForge's mod list now opens the mod's settings instead of staying greyed out.
beta

Contraption Lights 1.5.0-beta.6

1.5.0-beta.6
4 сент. 2026 г.400Minecraft: 1.21.1neoforge
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Что нового
- A resource pack can now set the light colour of an entity, of a held or dropped item, and of an entity on fire, the same way it sets the colour of a block. The colours shipped for vanilla ones moved into the same files and can be overridden. - A light colour file can now list the mods it needs with `required_mods`, and is skipped when one of them is missing. - Torch flames, glow squid sparks, portal particles and nautilus shell particles now take the colour of the light on them instead of staying white.
beta

Contraption Lights 1.5.0-beta.5.1

1.5.0-beta.5.1
3 сент. 2026 г.446Minecraft: 1.21.1neoforge
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Что нового
- A mod supplying light colours from Java now reports its own colour changes.
beta

Contraption Lights 1.5.0-beta.5

1.5.0-beta.5
2 сент. 2026 г.308Minecraft: 1.21.1neoforge
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Что нового
- Lights that come from an invisible block now glow white instead of bright pink. - Another mod can now give its blocks a light colour from Java, for colours that live in block data and cannot be written in a resource pack.
beta

Contraption Lights 1.5.0-beta.4

1.5.0-beta.4
2 сент. 2026 г.130Minecraft: 1.21.1neoforge
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Что нового
- A resource pack can now give a block a light colour that cycles, with `"color": "rainbow"` or a cycle of colours and a period of your own. New `animatedLightColors` setting turns it off. - Small Sable physics contraptions no longer stay unlit when a light is right beside them. - Light no longer reaches a Sable physics contraption through solid blocks, whether from a block it rests against or from a source sealed away under the floor. - Fixed a crash with mods that read the light level at a position while coloured light is on, such as Wakes. - Particles within 8 blocks of a Sable physics contraption now take the colour of the light on them instead of staying white. - Torch flames, glow squid sparks, portal particles and nautilus shell particles now take the colour of the light on them instead of staying white. - Create kinetics and other Flywheel-rendered blocks placed in the world now take the colour of the light on them. - Lights that change colour without changing brightness, such as swapping one coloured lantern for another, now recolour Sable sub-levels right away instead of only after you moved. - Fixed blocks and particles inside a Sable physics contraption keeping the colour of a light you were holding earlier. - Fixed the sky light on blocks and particles inside a Sable physics contraption while coloured light is on. - Mobs and players now take the colour of the light on them with Entity Texture Features or Entity Model Features installed, instead of staying white. - Sealed rooms inside a Sable sub-level now block the light on mobs and players with Entity Texture Features or Entity Model Features installed.