Inner Light (LightWithin)
This mod introduces a unique and personalized power known as Inner Lights. Each player possesses a distinct magical-like ability, offering assistance in times of peril. The mod is highly configurable and supports multiplayer interactions.
This mod unveils a variety of Inner Lights, each bestowing potent effects tailored to different situations. These effects range from healing and freezing enemies to summoning creatures for defense. Each Inner Light is accompanied by unique sound designs, visual effects, and runes.
Notably, each player possesses their own personalized Inner Light, ensuring a unique gameplay experience for everyone.
For a comprehensive list of Inner Lights, refer to the mod's wiki, or explore them in-game for a surprise!
You can also view the gallery to preview the lights.
How is it unique?
The uniqueness of Inner Lights is determined by each player's UUID, a set of bits generated by the game to uniquely identify entities. Several attributes contribute to the uniqueness of each Inner Light:
- Type: Specifies the category or type of the light, such as HEAL, FROST, or BLAZING.
- Target: Determines who will be affected by the light, whether it's enemies, allies, or the player themselves.
- Power: Indicates the strength of the light, affecting status effect levels and damage inflicted.
- Duration: Specifies how long the light remains active.
- Cooldown: Determines the duration between activations, allowing the light to replenish its energy.
How can I activate them?
Activating Inner Lights requires meeting specific conditions, which vary between light types. Typically, activation conditions involve being in danger, such as low health or surrounded by enemies. The activation process often requires fulfilling multiple conditions simultaneously.
Upon meeting the activation conditions, an icon will appear in the top left corner of the screen, indicating that the Inner Light is ready to be released. Press the designated keybind (default: V) to activate the light.
Alternatively, players can use the magical item called Luxintus Berry to activate the light regardless of conditions. Luxintus Berries also facilitate changing light types and identifying one's current light type.
Compatibility and Hooks with other mods
This mod is compatible with ColoredGlowLib for adding custom glow colors while the light is active. Additionally, it integrates seamlessly with mods such as Faction, OPAC, Argonauts, FTBTeams, and Minecraft's teams for interactions with allies or enemies.
No known incompatibilities exist with other mods, but users are encouraged to report any issues encountered.
Setup
To install the mod, download the jar file from CurseForge or Modrinth and place it into the /mods/ folder. Ensure that Fabric API is also installed.
License
This mod is available under the GNU LGPL3 License.
Support me
If you enjoy the mod, consider sharing it with others and creating video tutorials or gameplay content. Additionally, you can support the developer by offering a coffee or using the provided code for a discount on a Minecraft server.
Attributions:
- Text logo: textstudio.com
- Some audio files: mixkit.co
- Other audio files: beepbox
- Some code for commands: Factions mod (MIT license)
Coming (soon tm) Features (maybe)
Potential future updates may include:
- Additional light types
- Expanded target options
- More activation triggers
- Introduction of legendary lights with rich lore
- Bug fixes
- Development of a proper API
- Integration of items to adjust power, duration, and cooldown
- Acceptance of suggestions, though not guaranteed for implementation
截图:
2.0.0+1.21.1-neoconnector
2.0.0+1.21.1
1.21.1 specific changes:
- Added `wind_charge` and `breeze_rod` as valid light conditions items for WindLight
2.0.0-1.20.1-forgeconnector
2.0.0+1.20.1
# 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.

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.
LighWithin 1.2.1+1.21.1-dev
WARNING! DON'T USE THIS IN PRODUCTION/SERVERS! USE THE EARLIER BUILD INSTEAD!
LightWithin 1.2.1+1.20.1-dev
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!
LightWithin - 1.2.0+1.21.1-neoforge
LightWithin - 1.2.0+1.21.1
LightWithin - 1.2.0+1.20.1-forgeconnector
LightWithin - 1.2.0+1.20.1
## 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
LightWithin - 1.1.3+1.21
- Fixed config files resetting while restaring the game
- Should have fixed a rare error that could lead to a crash on startup
LightWithin - 1.1.3+1.20.1
- Should have fixed a rare error that could lead to a crash on startup
LightWithin - 1.1.3+1.19.2
- Should have fixed a rare error that could lead to a crash on startup
LightWithin - 1.1.2+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!
LightWithin - 1.1.2+1.20.1
- 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
LightWithin - 1.1.2+1.19.2
- 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
LightWithin - 1.1.1+1.20.6
LightWithin - 1.1.1+1.20.1
LightWithin - 1.1.1+1.19.2
LightWithin - 1.1.0+1.20.6
LightWithin - 1.1.0+1.19.2
LightWithin - 1.1.0+1.20.1
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!)
LightWithin 1.1.0+1.19.2+beta
- 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)
LightWithin 1.1.0+1.20.1+beta
### 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)
LightWithin 1.0.3+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.
LightWithin 1.0.3+1.20.1
- 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!
LightWithin 1.0.2+1.20.1
- 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
LightWithin 1.0.2+1.20.4
- 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
LightWithin 1.0.1 - mc1.20.4
- Now the EarthenGolem will follow its summoner around like a pet, without teleporting
LightWithin 1.0.1 - 1.20.1
- Now the EarthenGolem will follow its summoner around like a pet, without teleporting
LightWithin 1.0.0 - mc1.20.4
If you want the long version:
- Updated to 1.20.1 & 1.20.4
- Reworked how light types and other attributes are determined, so you should probably reset your light using the provided command. Going a bit more in depth, the UUID is treated more properly and calculations of how rare a given thing is have been down. It's roughly 12.5% for each light type for example.
- The duration of the lights has been extended, with a configurable multiplier. It can now range from 1-16 * 1.3.
- The power multiplier now ranges from 1-10
- The cooldown ranges from 10-170
- New way of determine the way a player is in danger regarding the health: If hit by an entity, the damage done (accounting for armor & armor thoughness) will be used to predict the next hit. If the damage for the next hit would go below the HP percentage specified, it will trigger.
- Changed the checks for when the lights trigger, go to the wiki to see how this impacts individual lights. Generally, there is now a threshold value to reach in order to activate the light, and multiple factors are required to reach it.
- Added new triggers: Falling, Drowning, Burning, Freezing.
- Renamed the OTHER target type to VARIANT (it's advised to the a light reset)
- Added compatibility with the following mods, in regard to ALLIES and ENEMIES: Open Parties and Claims, Factions, Argonauts (parties & guilds), FTBTeams
- Luxmutua berry now changes the target type too.
- Allies now by default need to be under a certain HP percent to be able to recive buffs from a light activation (from another allied player, the caster)
- The caster of an "ALLIES" light will recive only a partial buff for themselves instead of the full effect (this would have made them just a better version of SELF lights)
- Added a option to "lock" a light with the /light set command. A player with a locked light won't be able to trigger it anymore, until it gets unlocked. It can be unlocked by eating a Luxintus berry, configurable.
- Added a ton of config options, and dived the config in three files: The main lightwithin_config holds general things, the other two, balance and triggering contain light-specifc variables, the fist one is used for determine max/min values, the second one to adjust the trigger threshold and the contributions of each action/situation
- Added an option to consider non-allies as enemies in the config, along with many others.
- Low armor & Surrounded checks are now on by default
- Added new triggers, Burning, freezing, drowning! Guess what will trigger which light type? Yes, you are correct.
- Fixed bugs related to determining a light, especially when rerolling it with commands or berries
- Fixed rendering of the ready icon and runes
- Changed some of the messages in the action bar when activating a light
- Added Clear Ice block. (Replaces the Ice statues, which are present, won't crash the game anymore, but only useful in creative mode and discontinued. I may remove them at some point. Or not.)
- Internally refactored and moved around a lot of stuff and classes
- Fixed icon & runes rendering while using replay mod
- Fixed glow color not working anymore (ColoredGlowLib mod dependency)
- Updated dependencies & soft dependencies
- Fixed ALLIES and ENEMIES not working. Even thogh it may have never happend in production and only during developmen, can't remember.
- Fixed mobs sometimes spawning inside blocks. (Drowneds and Earthen golems)
- Fixed sounds being spammed around
- Some other things that I don't even remember. It's been almost 2 years after all!
- Removed Taterbrine
Aqua light changes:
- The ENEMIES target has compleatly changed: Now instead of trapping enemies in a weird looking and not so functional waterlogged root cage, it instead spawns a water column under the enemy sending them up into the air and letting them fall. The other things remain, but the trident now can't be picked up anymore
- The Drowneds from the ALL target now won't attack the caster anymore, in any case, and they will attack even in the day and out of water every entity that attacks the caster or that the caster attacks
- The Water Slide effect has been tweaked, spawing now 2/3 blocks of water in front of the player(s) and making the speed boost of the dolphin effect usable
Frost light changes:
- The ENEMIES & ALL targets have changed, instead of spawning a weird looking ice statue the enemies will be trapped in Clear Ice, a non-suffocating block that melts like Frosted Ice (the one from Frost Walker enchantment) if the caster of the light moves away or the lights deactivates.
- The frozen effect works better now, impeading every action and fixing the player look to where they were looking instead of their feet.
- The freeze resistance effect doesn't have anymore a specif multiplier for its duration.
Heal light changes:
- The VARIANT (ex-OTHER) target will now instead clear of any harmful status effects every peaceful or allied creature nearby, changing the criteria for the triggering accordingly. It won't get rid of the Light Fatigue effect.
Strength light changes:
- The VARIANT (ex-OTHER) target will now instead give a buff in attacks speed to the caster
Earthen light changes:
- The Earthen Golem now won't attack the player, or itself! (Yes, it became a masochist at some point). Will also attack anyone who attacks the player, or that the player attacks
- Changed the Earthen Golem texture
Wind light changes:
- The VARIANT (ex-OTHER) target has been renamed to ALL for consistency
Blazing light changes:
- Reset your light, if you had one. If you are in a lucky 2% you may see some changes. Only visually. And spiritually.
Commands:
- Added permission for each command, following the format "lightwithin.commands.<command>". Use a permission mod like LuckPerms to set these.
- Added a /light ready command. Works like activate, but the player has to press the keybind in order to activate the light.
- Fixed the other commands sometimes not working
- Added suggestion providers, so you will be able to see what light types you can set, and what target types!
- Activate command now bypasses the cooldown/light being active.
If you find any bugs please post them on https://github.com/Emafire003/LightWithin/issues
LightWithin 1.0.0 - mc1.20.1
If you want the long version:
- Updated to 1.20.1 & 1.20.4
- Reworked how light types and other attributes are determined, so you should probably reset your light using the provided command. Going a bit more in depth, the UUID is treated more properly and calculations of how rare a given thing is have been down. It's roughly 12.5% for each light type for example.
- The duration of the lights has been extended, with a configurable multiplier. It can now range from 1-16 * 1.3.
- The power multiplier now ranges from 1-10
- The cooldown ranges from 10-170
- New way of determine the way a player is in danger regarding the health: If hit by an entity, the damage done (accounting for armor & armor thoughness) will be used to predict the next hit. If the damage for the next hit would go below the HP percentage specified, it will trigger.
- Changed the checks for when the lights trigger, go to the wiki to see how this impacts individual lights. Generally, there is now a threshold value to reach in order to activate the light, and multiple factors are required to reach it.
- Added new triggers: Falling, Drowning, Burning, Freezing.
- Renamed the OTHER target type to VARIANT (it's advised to the a light reset)
- Added compatibility with the following mods, in regard to ALLIES and ENEMIES: Open Parties and Claims, Factions, Argonauts (parties & guilds), FTBTeams
- Luxmutua berry now changes the target type too.
- Allies now by default need to be under a certain HP percent to be able to recive buffs from a light activation (from another allied player, the caster)
- The caster of an "ALLIES" light will recive only a partial buff for themselves instead of the full effect (this would have made them just a better version of SELF lights)
- Added a option to "lock" a light with the /light set command. A player with a locked light won't be able to trigger it anymore, until it gets unlocked. It can be unlocked by eating a Luxintus berry, configurable.
- Added a ton of config options, and dived the config in three files: The main lightwithin_config holds general things, the other two, balance and triggering contain light-specifc variables, the fist one is used for determine max/min values, the second one to adjust the trigger threshold and the contributions of each action/situation
- Added an option to consider non-allies as enemies in the config, along with many others.
- Low armor & Surrounded checks are now on by default
- Added new triggers, Burning, freezing, drowning! Guess what will trigger which light type? Yes, you are correct.
- Fixed bugs related to determining a light, especially when rerolling it with commands or berries
- Fixed rendering of the ready icon and runes
- Changed some of the messages in the action bar when activating a light
- Added Clear Ice block. (Replaces the Ice statues, which are present, won't crash the game anymore, but only useful in creative mode and discontinued. I may remove them at some point. Or not.)
- Internally refactored and moved around a lot of stuff and classes
- Fixed icon & runes rendering while using replay mod
- Fixed glow color not working anymore (ColoredGlowLib mod dependency)
- Updated dependencies & soft dependencies
- Fixed ALLIES and ENEMIES not working. Even thogh it may have never happend in production and only during developmen, can't remember.
- Fixed mobs sometimes spawning inside blocks. (Drowneds and Earthen golems)
- Fixed sounds being spammed around
- Some other things that I don't even remember. It's been almost 2 years after all!
- Removed Taterbrine
Aqua light changes:
- The ENEMIES target has compleatly changed: Now instead of trapping enemies in a weird looking and not so functional waterlogged root cage, it instead spawns a water column under the enemy sending them up into the air and letting them fall. The other things remain, but the trident now can't be picked up anymore
- The Drowneds from the ALL target now won't attack the caster anymore, in any case, and they will attack even in the day and out of water every entity that attacks the caster or that the caster attacks
- The Water Slide effect has been tweaked, spawing now 2/3 blocks of water in front of the player(s) and making the speed boost of the dolphin effect usable
Frost light changes:
- The ENEMIES & ALL targets have changed, instead of spawning a weird looking ice statue the enemies will be trapped in Clear Ice, a non-suffocating block that melts like Frosted Ice (the one from Frost Walker enchantment) if the caster of the light moves away or the lights deactivates.
- The frozen effect works better now, impeading every action and fixing the player look to where they were looking instead of their feet.
- The freeze resistance effect doesn't have anymore a specif multiplier for its duration.
Heal light changes:
- The VARIANT (ex-OTHER) target will now instead clear of any harmful status effects every peaceful or allied creature nearby, changing the criteria for the triggering accordingly. It won't get rid of the Light Fatigue effect.
Strength light changes:
- The VARIANT (ex-OTHER) target will now instead give a buff in attacks speed to the caster
Earthen light changes:
- The Earthen Golem now won't attack the player, or itself! (Yes, it became a masochist at some point). Will also attack anyone who attacks the player, or that the player attacks
- Changed the Earthen Golem texture
Wind light changes:
- The VARIANT (ex-OTHER) target has been renamed to ALL for consistency
Blazing light changes:
- Reset your light, if you had one. If you are in a lucky 2% you may see some changes. Only visually. And spiritually.
Commands:
- Added permission for each command, following the format "lightwithin.commands.<command>". Use a permission mod like LuckPerms to set these.
- Added a /light ready command. Works like activate, but the player has to press the keybind in order to activate the light.
- Fixed the other commands sometimes not working
- Added suggestion providers, so you will be able to see what light types you can set, and what target types!
- Activate command now bypasses the cooldown/light being active.
If you find any bugs please post them on https://github.com/Emafire003/LightWithin/issues
LightWithin 0.3.1 - ColoredGlowLib now as soft dependency!
LightWithin 0.3.0 - Winds & Waters
The next thing should be re working the triggering methods, since i don't like it only being "be on low health", so keep that in mind while reading the changelog.
This updated mainly introduces *two* more lights, the last ones of the elemental group for now! _croak_
- The *Wind Light*, has 3 target types: SELF, ALLIES, OTHER. In can be triggered in open air, when your hp is low and when you are surrounded, and when you get hit by something. It doesn't care much about armor durability.
> With SELF as target you can dash great distances, especially if you have a high power multiplier, as well as slow falling so you don't break your legs (most of the time).
With ALLIES you and your allies will get boosts in speed, jump and haste.
With OTHER you will concentrate the wind around you, and release it in a burst, launching away anyone around you.
- The *Aqua Light* has the following target types:
> SELF/ALLIES where you and or your allies will have a carpet of water always beneath you, and Dolphin's grace and the conduit effect to move very quickly on it
> ENEMIES where you will trap your enemies in a water cage, where they will drown almost immediatly, and if the power multiplier is high enough will be hit by a trident and by a lightning!
> ALL where you will summon a small army of drowneds, that will not attack you, as long as you shows signs of having an Aqua light (aka, eithier light active or fatigue effects applied)
There also are a bunch of QoL changes:
- You can now disable the light runes with a config option
- You can configure for how much they stay displayed
- You can now auto-trigger a light (be careful: it could lead to structures spawining in your newly finished garden or something!)
- Removed a frog from my keyboard and put it somewhere else. Don't know where, maybe in the mod.
- The Heal light now triggers if the target is poisoned, and when it activates it clears it.
- The are fewer particles tinted red/blue/green now.
There also are a few bug fixes, some quite importat, such as:
- ALLIES target would have almost never triggered
- the /light set duration didn't allow for values above 9, now it accepts values up to 18 (which is the max you can get "naturally"
- The Heal light ALLIES now also affect the caster
LightWithin 0.2.3 - Other fixes & jar gym
- Now the pillar structures have 2 blocks air gaps so the player won't suffucate in case of celing likeing to stand inside their heads
- Fixed /light get all which didn't dispaly the cooldown correctly either
LightWithin 0.2.2 - Fixes and Translations
- Fixed a bug that would have occasionally caused a crash when eating a Luxmutua berry/relloed a light
- Fixed (most likely) a bug linked to the one above that upon world creation would send the player back to the main menu with a "Invalid Player Data" error
- Fixed a bug that while using /light get all (or get cooldown) would have shown that player to not be in cooldown even though they were
- Added a new command /light reload to reload the config without restarting the game
- Now the /light commands can only be used by OP players. (Aka server admins, or yourself in singleplayer)
- Now you won't need to download cardinal components api anymore
LightWithin 0.2.1 - Hotfix
LightWithin 0.2.0 - 1.19.2 & Earthen Update
In this version:
- Updated to have 1.19.2 compatibility
- Updated Renderer library
- Reworked some backend code so now it's easier to select target types
- Added a new light: Earthen Light!
- This new light is quite peculiar, since most of it is based around spawning structures, or rather create pillars or ravines.
- To trigger it, a player will need to be within 3 block of at least two "natural" blocks, aka blocks that are replacable by moss. An alternative is having a stack of dirt in the inventory, but it will be consumed.
Also, a player needs to be hit by something and be on low health and or surrounded. (The armor this time is NOT taken into account, the rest is configable as always)
- Its possbile target types are the following: ENEMIES, SELF, ALLIES, OTHER.
- "Enemies" will open a ravine under nearby foes, damaging them and appling mining fatigue (duration and power based on player's own light stats)
- "Allies" will create a protective wall around nearby allies, with the possibility of adding a way out underground if the power multiplier of the player is high enough
- "Self" will spawn a structure based on the player's power multiplier, it could be a small ravine around a 1-block pillar, a big pillar and a big ravine with a big pillar (which is kinda like a 7 diameter by 7 blocks tall and 5 blocks deep so be careful!) (also there may or may not be a fun easter egg when you activate your light)
It will also grant a new status effect called "Solid Rock" which will increase the knockback resistance of the player! (I might remove this feature tho!)
- "Other" will instead spawn an Earth Golem, which kinda like an Iron Golem but will attack whoever attacks its owener, and has half the health but is quicker. It can be repaired using obsidian. Also, if you attack them even if you are the owener, he won't be pleased by that.
- New config options, the most important of which is NON_FUNDAMENTAL_STRUCTURE_GRIEFING, which is going to spawn fundamental structures like the ones spawned by earthen light or by frost light, but not decorative ones such as the one from blazing light.
- New subcommand for /light get, now you can write /light get all <player> to get all of their lightstats!
- Fixed a minor bug with previous lights
- Also started working on the wiki, or rather the planning of its structure! If feel like helping constructing it, DM me!
LightWithin 0.1.2 - Hotfix
LightWithin 0.1.1 - Command update
- All commands start with /light or /lightwithin, whichever you prefer
- /light set <type/target/power/duration/cooldown> <player> <value> With this command you will be able to set a specific value for the InnerLight type, target, power ecc.. of somone. Valid value arguments are listed at the end of this changelog.
- /light get <type/target/power/duration/cooldown> <player> will send a message to the sender about the requested information on the light of a player
- /light reset <player> will reset the light of a player to its original values. Useful for updating data when the mods adds new light types
- /light reroll <typeTarget/power/duration/cooldown> <player> will reroll the type and the target (both at the same time) or the power or duration or cooldown with a new value for a player
- /light activate <player> [delay] will forcefully activate the light of a player, with an optional delay expressed in seconds
- The ForstLight now spawns a Frozen Mob statue if it freezes a mob (it still based on a zombie, and i probably won't differentiate mobs further)
- The Frost Wall of the self/allies target type has been changed
- Updatetd the config with 2 new entries, so you will need to regenerate the config manually again. (copy the contents of the old file and paste them in place of the corresponding ones in the new file)
- List of possibile values for the light "type" argument (NOT case sensitive): heal, defense, strength, blazing, frost
- List of possibile values for the light "target" argument (NOT case sensitive): self, allies, other, all, enemies
LightWithin 0.1.0 - Frostburn Update
They are a bit more rare than the other three!
- Added the Blazing Light!
With this light, you are going to incinerate all of your enemies (and also your allies if you are not careful), setting the on fire and damaging them with fire as damage type (so watch out, it won't work with blazes and such!)
It has two target types: ENEMIES which is going to target only the Enemy players (enemy Factions) or HostileEntities such as zombies and creepers that are not allied with you.
ALL , which is going to target everything in the area around the player, allies included. Althought it will be able to do more damage.
To trigger it you will need the usual requirements (low health, incresed by a 10% since you could be on fire)+ something that emits fire, which could be yourself or an item you are holding, or maybe a block near you!
A structure will spawn, and if it crits it will spawn a ring of fire too!
- Added the Frost Light!
This light has four possible targets: ENEMIES & ALL for attacck puposes and SELD & ALLIES for defence. It is triggered under
the usual conditions + you will need to be freezing/holding something cold/near a cold block (vanilla). For the attacck section you will instantly freeze up all of your enemies into
statue of ice (that for some reason, always resemble a player... hmm.. (yes i'm gonna add more frozen statues later ok ok)) and will also do some freezing damage to them. They are going to be
under a new status effect as well, called Frost (more on that later). Also an icy structure will spawn.
If the target are SELF/ALLIES then the light will spawn a wall in front of you and your allies putting a barrier between you and the enemy. It will also grant
the Freeze Resistance status effect, which is the counter part of the Fire Resistance effect!
The damage done and the duration of the effect are different from player to player, even if they are limited between certain values to not make the lights extremely weak nor overpowerd.
- Along with them their, particles, sounds etc...
- Frost Effetc!
The frost effect is meant to be used only by the frost light, but with commands you could apply it anyway. This effect compleatly blocks the entity in place, preventing it from
moving entirely, head included.
- New trigger (exclusive to the new lights for now): Ally death!
When one of your allies gets defeated around you, your light will have a chance to trigger if the right conditions are met! (Currently only for Blazing&Frost)
- Now the tootlpis of the berries are two lined, for better reading experience
- Fixed a few bugs & prints (high likely added more of them)
- Added a ton more config options both for the new lights and the old ones
- New internal checks for the Factions and fixed a bug related to it (now also checks for the Allied Faction members)
- Added the Luxcognita's descriptions to the language file (so they can be translated now)
- Now the Luxberries spawn inside loot chests following this:
LuxCognita chances: 23% defualt (1/2) (Mineshaft, Igloo,dungeon, pillager), 27% shipwreck (only 1) deepdarl 35%, library 50%
LuxIntus chances: 7% defualt (1) (Mineshaft(1/2), Igloo, shipwreck, dungeon, pillager), deepdark 12% chance, library 12%
LuxMutua chances: 2% defualt (1) (Mineshaft, Igloo, dungeon, library), 3% shipwreck, 7% deep dark (1/2), 0% pillager
EndCity all +1%
- Probably added something else that I don't remember eheh.
- Anyway the other 3 element lights will be coming shortly, but I want to work on some other projects in the mean time
LightWithin 0.0.3
- Updated the mod to 1.19 (it won't be compatible anymore with 1.18.2/1.17.1 ecc)
- Added compatibility with the Factions mod, so if you are in the same faction with another player, and you have the ALLIES light target, it will be able to trigger!
- Added new checks for the trigger of a light(each one configurable in the config):
- Checks to see if the player/s are surrounded by other mobs
- Checks to see if the player/s have near-broken armor. (Disabled by default)
This means that in order to activate a light, a player will also need to be surrounded by mobs (default having 5 hostile entities near them) and/or have low armor durability! This adds a bit more to the complexity of the trigger, so it's more like a "coming to help when you need it the most" kind of feeling, closer to what I originnally imagined.
- Modfied the config a bit as well so you will need to update it. Backup your old file and then remove it (simply renaming it will also work). Now there are a bit more options to explore as well!
- Also changed its extension, so it's more readable in notepad++
Also I'm starting to work on 4/5 new light types, based on the elements. So stay tuned and share this with your friends!
LightWithin 0.0.1
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