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More emit light level #14

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EyatMC opened this issue Nov 19, 2023 · 6 comments
Open

More emit light level #14

EyatMC opened this issue Nov 19, 2023 · 6 comments
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feature request New feature or request

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@EyatMC
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EyatMC commented Nov 19, 2023

Is your feature request related to a problem? Please describe.

The current datapack generates light levels of 6, 9, and 15. However, another users might want to use light levels other than 6, 9, and 15

Describe the feature you'd like

I attempted to add level 12 to bridge the significant gap between level 9 and level 15 but failed
It would be great to have files with a more diverse range of light levels, such as (3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15)

Describe alternatives you've considered

No response

Additional context

No response

@Tschipcraft Tschipcraft added the feature request New feature or request label Nov 20, 2023
@Tschipcraft
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Tschipcraft commented Nov 20, 2023

This is a planned feature (to be fair not listed in the wiki under planned features for some reason) and I will add support for at least light levels 3 and 12 in the next updates.

Edit: Light levels 3 and 12 have been implemented in v1.8

@Tschipcraft Tschipcraft self-assigned this Nov 20, 2023
Tschipcraft added a commit that referenced this issue Apr 20, 2024
- Added JSON files for the to be implemented intermediate light levels 3 and 12 (#14)
  - Added magma blocks, all remaining amethyst buds, heart of the sea and totem of undying (closes #23) to light level 3 items
  - By default, there are no light level 12 items
- Changed some tags entries:
  - Added conduit to light level 15 items
  - Moved glowstone dust from light level 15 to light level 9
  - Added crying obsidian to light level 9 items
  - Added small_fireball to light level 9 entities
  - Added enchanting table, sculk catalyst and the upcoming vault to light level 6 items
  - Added paintings to the ignore tag list
  - Added tnt minecarts to the may_block_explosion_damage tag list
- Updated changelog file
Tschipcraft added a commit that referenced this issue May 19, 2024
- Added intermediate light levels 3 and 12 (#14)
- Some more tag changes
  - Added magma cream to light level 3 items
  - Added enchanted golden apple, sculk catalyst and enchanted book to light level 6 items
  - Moved allay from 9 to light level 6 entities
  - Moved dragon fireball from 15 to light level 12 entities
  - Added magma cube to light level 3 entities
- Fixed loading issues due to missing tags in Minecraft 1.17x
@Tschipcraft Tschipcraft mentioned this issue May 24, 2024
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@BrailleBennett
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This can probably be closed as completed now.

@Mrglanet
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Mrglanet commented Jun 6, 2024

Having recently found out and looked at this, I'm curious as to why the whole light level spectrum isn't included, or if it'd be possible/simple to add another light level? For example, while torches dynamically emit a light level of 15, in-world they actually emit a light level of 14.

@Tschipcraft
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It would certainly be possible to include even more light levels/the whole range, but this might tank performance, since every added light level means running a pretty long predicate chain every tick for most entities to detect any items that should trigger that light level. Since performance is already pretty bad due to light updates and just generally commands, I'm reluctant to add more overhead (even though predicates should be pretty fast)

@XanderCrafter
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I have multiple follow-up questions, if you don’t mind:

  1. Does this mean that simply creating similar .json files for additional light levels won’t work due to a lack of support for them within the code?
  2. If that is so, would it not be possible to add said support, thereby allowing players with powerful rigs to choose whether to tax their setup with the additional light levels? Or would the mere existence of that support affect the mod’s performance?
  3. Does deleting a good number of supported items from the .json files (I don’t like enchanted items, trimmed armor, amethyst, etc emitting light) help with the performance, or is the overhead there regardless of the number of items being checked for?
    Thank you so much for the awesome mod!

@Tschipcraft
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Tschipcraft commented Aug 6, 2024

Thanks <3

  1. Yes
  2. Would be possible, and shouldn't affect performance too much (will be a bit of work to implement though, especially if the already specified items then should use their exact values instead)
  3. The overhead for checking the items will be there regardless, but having less active dynamic light spots will be better for overall performance

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