Configuring Dynamic Lights Global Settings Across All Worlds
Dynamic Lights is a server-side utility that makes certain items and entities give off light, and its configuration screen separates world-wide choices from per-world ones. The global section is where you set the defaults that every world will follow.
Opening the Configuration
The configuration screen is titled Dynamic Lights Configuration. It holds two distinct areas: a global block of settings and a note about configuring things on a world-to-world basis.
To reach the per-world configuration, join a world and run the function `dynamiclights:settings` as a command. That is the route for adjusting a single world.
The global block carries its own explanation on screen: whatever you choose there applies to every world. It also warns that you must rejoin a world before the global choices take hold, so a change made while standing in a world will not show up until you leave and come back.
What the Global Toggles Control
The global area is introduced by the heading Global Settings, followed by the note that these apply everywhere. The toggles are grouped under two prompts: one for enabling light emitted from certain things, and one for enabling additional light sources.
- Dynamic Lights — the master option for the mod's light emission. Its tooltip gives a default of Yes.
- Glowing — covers entities that carry the glowing potion effect.
- Ghasts — covers ghasts that are about to launch a fireball. Its tooltip defaults to Yes and carries a caution: leaving it on can hurt the performance of some mob farms.
- Amethyst trimmed — covers armor with an amethyst trim. Defaults to Yes, and the tooltip notes it applies only from Minecraft 1.20 onward.
- Fire Aspect — covers items carrying the Fire Aspect enchantment.
- Riptide — covers tridents with Riptide while they are in water. Defaults to Yes, and the tooltip states it only functions when the water sensitivity check is on.
- Channeling — covers tridents with Channeling while a thunderstorm is happening.
- Water sensitive — the water sensitivity check itself. Defaults to Yes. When it is on, water-sensitive items such as torches switch off once they are in water.
- Sound cues — when on, a sound plays as a water-sensitive item switches off or back on. Defaults to Yes.
- Rain counts as water — when on, contact with rain is treated the same as being in water. Defaults to Yes. It only matters while the water sensitivity check is active, and the tooltip limits it to Minecraft 1.19.4 and later.
Applying Changes Everywhere
Because the global settings are shared, you do not repeat them world by world. Set the toggles you want, then rejoin a world so the new values load. From that point the same choices govern every world you enter.
If a particular world needs something different, that is what the per-world configuration is for: join that world and run `dynamiclights:settings`. Use the global screen for the defaults you want everywhere, and the per-world screen for the exceptions.
Practical Notes
- Leave the master Dynamic Lights option on if you want any of the individual sources to matter.
- Turning off Water sensitive makes the Riptide option ineffective, since Riptide depends on that check.
- Turning off Water sensitive also makes the rain option irrelevant, because rain only counts while the check is active.
- The ghast option is the one to watch on servers running mob farms, since its own note flags a possible performance cost.
- Remember the rejoin requirement: global changes are not picked up mid-session.