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ВЕРСИИ (10)
release
Lucent v1.8.0
1.8.010 окт. 2026 г.118Minecraft: 26.1.2neoforge
Что нового
# 26.1.2-v1.8.0
## General Updates
- Improved performance with dynamic lighting
- Added a config screen
- Fixed dynamic lighting not working with Sodium
- Light interpolation does not work, and a one-time warning will pop up if Sodium is installed
## `LightLevelProvider`
- Heavily refactored to remove generic typing and improve class structuring
- `getLightLevel(RegistryAccess, T)` has been refactored to `getLightLevel(Level, BlockPos, Object)`
- `Object` can be safely cast to the required class if needed using `LightLevelProvider.Source.ITEM_STACK`, `LightLevelProvider.Source.ENTITY`, `LightLevelProvider.Source.DATA_COMPONENT_GETTER`. Source validation is done during registry
- Some providers have been updated or renamed. The naming convention is as follows: light level providers that should take a value from the object in question, and then determine a light value from it through some calculation, should be prefixed with `map_`. This signifies that the actual value on the object is in use. All other light level providers will simply return a value.
- `if_nbt` -> `nbt`
- No longer saves NBT as a String. Instead saved as a tag in the json.
- Now has a `required_components` list. Only saves NBT to get the light level if all required data components are present.
- `match_nbt` -> `map_nbt`
- Combined other `match_nbt` subtypes into this
- Has a `source_type` field, accepting the following:
- `number`: Uses the number value directly (default)
- `item`: Obtains the item's default dynamic lighting
- `block`: Obtains the block's light level
- `fluid`: Obtains the fluid's light level
- `entity`: Obtains the entity's default dynamic lighting
- Now has a `required_components` list. Only saves NBT to get the light level if all required data components are present.
- `match_nbt_item` -> Removed
- `match_nbt_block` -> Removed
- `match_nbt_fluid` -> Removed
- `match_block` -> `block`
- `match_enchantment` -> `map_enchantment`
- `match_armor_trim` -> `armor_trim`
- May now optionally include the trim pattern as `trim_pattern`
- New Providers
- `map_block_state`
- Takes the block state item component and extracts a light level from it. Data is entered as a map of property names and light levels
- `data_component`
- Uses the supplied `predicate` to match the data components on the item or entity
- Dynamic lighting can now be registered to tags of items and entities
- Formatted as `"id": "#c:rods/blaze"`
## Emissive Textures
- Removed block emissive textures
- Emissive armor trim materials may now be defined with tags
## Mod Support
- Added support for the following:
- Curios
- Trinkets Updated
- Artifacts
- Aether II
- Aether
- Aether Treasure Reforging
- Glacidus
## Backend Changes
- The dynamic lighting engine is now ran per world
- This should enable for easier compat with mods like Immersive Portals
- The dynamic lighting engine no longer runs in its own thread in a super hacky way
- It instead runs during client level tick as a background task
- If calculations could not be finished in time for the tick to end, it will wait for the next tick to apply them
- Added `RegistryAccess` to the various plugin registry methods, passed into the various `XRegistry` classes
## LucentHooks -> LucentApi
- Updated methods to work with the new backend
## LucentCapability
- Contains various `AttachmentTypes` accessed from ClientLevel that can be used to obtain dynamic lighting.
- These attachments contain generic java functions that can be accessed regardless of if Lucent is in your development workspace.
## Plugin Refactor
- `registerArmorTrimTextureLightings(ArmorTrimLightingRegistry)` -> `registerArmorTrimEmissivity(ArmorTrimEmissivityRegistry)`
- The `@LucentPlugin` annotation is now responsible for storing run priority and the owner mod ID
- The owner mod ID still has a method for the purpose of internal helper methods
- The motivation for this change was primarily for internal reasons, however it allows for a plugin class to be validated without initializing the class
### Old Format
```java
@LucentPlugin
public final class LavaMonsterPlugin implements ILucentPlugin
{
@Override
public String ownerModID()
{
return "lava_monster";
}
}
```
### New Format
```java
@LucentPlugin(modid = LavaMonsterPlugin.MODID)
public final class LavaMonsterPlugin implements ILucentPlugin
{
static final String MODID = "lava_monster";
@Override
public String modid()
{
return MODID;
}
}
```
release
Lucent v1.7.0
1.7.015 мая 2024 г.1,5 тыс.Minecraft: 1.20.4neoforge
Что нового
# 1.20.4-v1.7.0
## General Lighting Updates
- Falling blocks, block display, and item display entities can now emit light based on the block or item they represent.
## API Updates
- Added `List<ItemStack> ILucentPlugin.gatherEquippedItems(Entity)`
- Return a list of all equipped items on the entity that could determine dynamic lighting.
- Internally used to handle armor, held items, and item frames. Other mods could use this to handle additional inventory slots.
release
Lucent v1.6.0
1.6.012 янв. 2024 г.488Minecraft: 1.20.4neoforge
Что нового
# 1.20.4-v1.6.0
- Ported to NeoForge 1.20.4
## Fixes
- Chunks are no longer marked for render update on the dynamic lighting thread, instead scheduling it to happen during the render thread.
release
Lucent v1.5.5
1.5.512 дек. 2023 г.626,5 тыс.Minecraft: 1.20.1forge, neoforge
Что нового
# 1.20.1-v1.5.5
## Fixes
- Modified the Sodium/Rubidium warning to not care about Embeddium since it works with that.
release
Lucent v1.5.4
1.5.429 сент. 2023 г.58,8 тыс.Minecraft: 1.20.1forge, neoforge
Что нового
## Fixes
- Fixed dynamic lighting not working with Optifine.
- Players in spectator no longer emit light... How'd I miss that?
release
Lucent v1.5.3
1.5.323 авг. 2023 г.3,8 тыс.Minecraft: 1.20.1forge, neoforge
Что нового
# 1.20.1-v1.5.3
Ported to 1.20.1.
## Fixes
- Fixed a lighting flicker that could occur when placing blocks that let light through in an area lit by dynamic lighting.
- Entities emitting light no longer flicker when they move.
## Additions
- Added the ability for resource packs to make armor with trims emit light based on the trim material.
- New light level provider for items: `lucent:match_armor_trim`: [Read on the wiki here.](https://gitlab.com/modding-legacy/lucent/-/wikis/resource_packs/dynamic_lighting/Items)
- Added the ability for armor trim textures to be emissive.
- Located in the `lucent_data/emissive_textures/armor_trim` folder in resource packs.
- Does not work with Optifine.
- [Read on the wiki here.](https://gitlab.com/modding-legacy/lucent/-/wikis/resource_packs/emissive_textures/Armor-Trims)
## Changes
- Moved block texture emission from `lucent_data/emissive_texture` to `lucent_data/emissive_textures/block` in resource packs.
## Plugins
- Added `ILucentPlugin.markSectionDirty(SectionPos)`
- Fired when a chunk section should be marked for render updates due to Lucent. Override this to run your own logic, and return `true` to cancel Lucent's behavior.
- Does nothing and returns `false` by default.
release
Lucent v1.5.2
1.5.224 мая 2023 г.9,4 тыс.Minecraft: 1.19.4forge
release
Lucent v1.4.1
1.4.124 мая 2023 г.31,6 тыс.Minecraft: 1.19.2forge
release
Lucent v1.2.2
1.2.224 мая 2023 г.24,1 тыс.Minecraft: 1.18.2forge
release
Lucent v1.0.0
1.0.024 мая 2023 г.2,9 тыс.Minecraft: 1.16.5forge
Что нового
**Please Read**
This version is accessible on Modrinth primarily for modpack purposes. However, please be aware that this version is no longer supported or updated.
We recommend players to update to the latest version to ensure optimal performance and access to ongoing support. Thank you for your understanding.
**Changelog:**
- First release