Enabling Light From Glowing Entities, Ghasts, and Mob-Based Sources in Dynamic Lights
Dynamic Lights makes creatures and certain carried or worn items cast illumination, and this guide covers the mob-related light sources you can switch on or off. The mod runs entirely on the server side, so nothing needs to be crafted or equipped by hand to make it work — you control everything through its settings interface and hotkeys.
Reaching the settings
You have two ways to open the configuration. To adjust things for one particular world only, enter that world and run the command `/function dynamiclights:settings`. To change behavior across every world at once, use the global settings section instead. Global changes do not apply immediately: after editing them, leave and re-enter any world before the new values take hold.
What the light-emitting toggles control
The configuration screen groups its switches under headings that begin with "Enable light emitting from..." and "Enable additional light emitting from...". Each switch corresponds to one source of light. Turning a switch on lets that source glow; turning it off removes the glow. The options relating to mobs and players are:
- Entities with the glowing potion effect — any creature or player currently under the glowing effect becomes a light source.
- Ghasts about to shoot a fireball — a ghast lights up in the moment before it launches its attack.
- Armor trimmed with amethyst — worn armor carrying an amethyst trim emits light. This applies only to Minecraft 1.20 and later.
- Items enchanted with Fire Aspect — a held item with the Fire Aspect enchantment produces light.
- Tridents enchanted with Riptide inside water — a Riptide trident glows while it is in water. This depends on the Water Sensitivity Check being active.
- Tridents enchanted with Channeling during a thunderstorm — a Channeling trident glows while a storm is raging.
Every one of these switches starts out enabled by default. The Dynamic Lights master option, which is also on by default, governs the feature as a whole.
Water sensitivity and its related options
Water Sensitivity Check is on by default. While it is active, items that are sensitive to water — a torch, for example — stop giving off light once they are submerged. Two further options build on it:
- One makes a sound play whenever a water-sensitive item switches off or back on. It is enabled by default.
- The other treats contact with rain as being underwater. It is enabled by default and only functions when the Water Sensitivity Check is active. It applies only to Minecraft 1.19.4 and later.
Because the Riptide trident option relies on the water check, disabling that check also disables Riptide lighting.
Performance consideration
The ghast option carries a warning: leaving it enabled can reduce the performance of certain mob farms. If you run farms that depend on ghast behavior, consider turning this source off.
Operating the toggles
Open the configuration as described above, then flip the switch for each source you want. There is no crafting step and no item to hold — the settings themselves decide which entities and items shine. If you change global values, remember to rejoin a world so they take effect. Beyond the settings screen, the mod also responds to hotkeys; assign the relevant actions in the controls menu, since no default keys are specified here.