Controlling Whether Dynamic Lights Go Out Underwater in Sodium Dynamic Lights
Sodium Dynamic Lights gives held and placed light sources a moving glow, and one of its settings decides whether that glow survives a trip beneath the surface. The Water Sensitivity Check option controls exactly that behaviour.
What the Water Sensitivity Check Does
Turning on Water Sensitivity Check makes the mod treat water as a blocker for certain light sources. While one of those items sits submerged, it stops producing light. Items that are not affected keep glowing as normal.
The related on-screen label Extinguish When Underwater describes the same idea from the opposite angle: a light source that is underwater gets put out rather than continuing to shine.
If you leave the check off, submerged sources are not filtered out by this rule, so an item that would otherwise emit light continues to do so while it is under water.
Why You Might Toggle It
- Keeping the check enabled gives a more physically believable result: a torch or similar item dunked in water no longer lights the surrounding area.
- Disabling the check keeps light coming from submerged sources, which can be useful if you rely on a light for visibility while swimming or working in flooded areas.
- The setting only concerns the water rule. It does not switch dynamic lighting itself on or off, and it does not change how bright any individual source is.
How to Reach the Setting
Open the SodiumDynamicLights Settings screen to find the option. The screen is titled SodiumDynamicLights Settings and holds the mod's lighting controls, including the water-related toggle described here. Flip Water Sensitivity Check on or off from that screen; the change applies to the affected light sources immediately.
Other Lighting Controls on the Same Screen
The settings screen also carries the rest of the mod's options, so it helps to know what sits alongside the water toggle.
- Dynamic Light Sources — the master switch. With it enabled, a player carrying a torch, for example, illuminates the area around them.
- Dynamic Entity Lighting — when on, mobs and dropped items cast dynamic light.
- Dynamic Block Entity Lighting — when on, block entities receive dynamic lighting.
- Self Light Source — first-person dynamic lighting. The screen notes it is best turned off when using shaders that already provide their own dynamic lighting.
- TNT Lighting Quality — sets how often TNT lighting refreshes.
- Creeper Lighting Quality — sets how often Creeper lighting refreshes.
- Creeper Lighting — chooses the Creeper mode: off, a fixed brightness, or a brightness that varies.
- TNT Lighting — chooses the TNT mode in the same three ways: off, fixed brightness, or varying brightness.
Two warnings appear on this screen as well. One advises that switching off entity dynamic lighting is a good idea when Canvas is in use. The other states that dynamic lighting combined with Canvas is currently heavy on performance.
Operating the Mod Without the Screen
Beyond the settings screen, the mod is driven by hotkeys rather than by crafting anything. Any action that has a bound key is triggered with the corresponding hotkey, which you assign yourself in the controls menu. Do not assume a particular key is preset; check the controls menu and set the binding you want for each action.
Quick Recap
Use Water Sensitivity Check to decide whether submerged light sources keep shining. Enable it and those items go dark under water; disable it and they carry on emitting. Everything else about the mod — entity lighting, block entity lighting, first-person lighting, and the TNT and Creeper modes and their update rates — lives on the same SodiumDynamicLights Settings screen and is independent of the water rule.