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Toggling Dynamic Light From Enchanted Items and Amethyst Armor

guide

Dynamic Lights is a server-side utility that makes certain entities and carried items cast light, and its configuration screen lets you decide exactly which enchanted gear and armor types are allowed to glow.

Opening the Configuration

The mod's settings are reached from inside a world rather than from a menu before loading one. Join a world and run the function command `dynamiclights:settings` to bring up the Dynamic Lights Configuration interface. Because this is done per world, you can give different worlds different setups.

The screen is split into two scopes. One section holds Global Settings, which apply across every world you play. The other section is the world-specific configuration you reach with the command above. After changing anything in the global section, leave and re-enter a world before expecting those changes to show up.

Light From Enchanted Items

Several toggles control whether enchantments produce light. Each one is switched on by default, and each covers a single enchantment or item type:

  • Enable fire aspect — items carrying the Fire Aspect enchantment.
  • Enable riptide — tridents with Riptide while they are in water. This only functions when Water Sensitivity Check is turned on.
  • Enable channeling — tridents with Channeling while a thunderstorm is active.
  • Enable amethyst trimmed — armor that has been trimmed with amethyst. This applies only in Minecraft 1.20 and later.

Turning any of these off stops that particular source from emitting light, while leaving the others untouched.

Other Light Sources

The same screen also governs non-enchantment sources. Enable glowing covers entities under the glowing potion effect. Enable ghast covers ghasts that are charging up a fireball. The ghast option carries a caution: keeping it active can hurt the performance of certain mob farms. There is also a general Enable Dynamic Lights toggle, which is on by default and acts as the master switch for the whole feature.

Water Sensitivity

Two related options decide how light sources behave around water. Water Sensitivity Check is on by default; when active, water-sensitive items such as torches stop giving off light once they are submerged. A companion option controls whether a sound plays when such an item switches off or back on, and it too defaults to on. A further option makes contact with rain count as being underwater; it only matters while the Water Sensitivity Check is enabled, and it exists only in Minecraft 1.19.4 and newer. Riptide light depends on the Water Sensitivity Check being enabled, so disabling that check also removes Riptide's glow.

Operating the Toggles

Every option listed above is a simple on/off setting inside the configuration interface. There are no crafting recipes and no items to build; you change behaviour purely by flipping these switches. When you want a source to stop lighting up your surroundings, open the configuration and turn its entry off. When you want it back, turn it on again. Remember that global changes need a world reload to take effect, while world-specific changes are made from within the world they belong to.