Toggling Special Dynamic Lights in LambDynamicLights
LambDynamicLights lets you decide exactly which light sources in the world produce real, moving light, and the Special Dynamic Light Sources group covers the unusual ones: beams, glowing mobs, Guardian lasers, Warden attacks, and Firefly Bushes. Each of these has its own switch, so you can keep the effects you like and turn off the ones that cost too much performance.
Special light sources you can toggle
- Beacon and End Gateway beams — when enabled, the vertical beam from a Beacon or an End Gateway casts dynamic light. These beams change rarely, so the setting has little ongoing cost.
- Firefly Bush particles — when enabled, the firefly particles that Firefly Bushes give off act as dynamic light sources.
- Glowing entities — when enabled, any entity carrying the Glowing effect emits dynamic light.
- Guardian lasers — when enabled, the laser beams fired by Guardians produce dynamic light.
- Warden sonic boom — when enabled, the particles from the Warden's sonic boom attack produce dynamic light.
Turn any of these on or off individually depending on what you want lit and how much you can spare performance-wise.
General dynamic lighting controls
Beyond the special sources, the mod separates lighting into categories you can enable or disable:
- Dynamic Light Sources — the main group of moving lights.
- Block entities dynamic lighting — allows block entities to emit dynamic light.
- Entities dynamic lighting — allows entities to emit dynamic light. This is always active for players, so you cannot fully turn it off for them.
- First-Person Dynamic Lighting — makes your own held light source illuminate the area around you. If you use shaders that already handle dynamic lighting themselves, it is recommended to disable this.
- Water Sensitivity Check — when on, certain light sources stop emitting light while underwater.
For Creepers and TNT, the mod offers a mode setting rather than a simple on/off: you can disable their dynamic lighting entirely, give them a constant luminance, or give them a dynamic luminance that changes.
First-person lighting details
The First-Person Dynamic Lighting section includes a note that disabling entities dynamic lighting is recommended when using Canvas, and that dynamic lighting with Canvas is currently performance heavy. Keep this in mind if you run that renderer.
Debug and diagnostic displays
For troubleshooting, the mod provides several visual overlays:
- Show Active Dynamic Lighting Cells — draws every cell currently active in the lighting engine in the world.
- Display Radius of Dynamic Lighting Cells — sets how far those cells are shown.
- Display Dynamic Light Behavior Bounding Box — draws the bounding box of dynamic light behaviors.
- Display Radius of Dynamic Light Level — sets how far light levels are displayed.
- Display Dynamic Lighting Chunk Rebuilds — draws every chunk rebuild triggered by dynamic lighting updates.
These are intended for modders dealing with tricky bugs, so leave them off during normal play.
How to operate these settings
Open the mod's configuration interface to reach the toggles and mode selectors described above. Everything here is a setting or an overlay, not a craftable item. If a control is bound to a hotkey, use the corresponding hotkey and set it in the controls menu; no default key is assumed here.