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pitch-dark's Introduction

Hej Hej ๐Ÿ‘‹

About Me

I am a Computer Science student at Florida State University.

I am a Software Developer, Minecraft Modder, and Indie Game Developer.

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pitch-dark's Issues

Backport to 1.12.2

Feature Description

Backport this mod to Minecraft 1.12.2

Context and Inspiration

I'm using a mod called "Colored Lux" that adds an efficient colored lighting system to Minecraft, similar to what Albedo does but A LOT better. The developer of Colored Lux, Zeitheron, has stated that they will not be porting the mod to newer versions of the game (probably because Blaze3D is a pain in the ass to work around when tweaking the lighting engine) resulting in the mod being 1.12.2 exclusive. All modern alternatives to Colored Lux perform sacrifices in some way, which is NOT what I want. A side effect of Colored Lux is that sources of light like torches and redstone lamps appear MUCH brighter than their Vanilla counterparts, resulting in mobs still being able to spawn in very clearly lit up areas, which is pretty weird to look at in-game.

Does This Add New Behavior or Change Current Features?

Not really.

Have you already discussed the feature using the discussion feature?

I thought about opening a discussion about it, but then realized that would've been kinda pointless for backporting a simple mechanic to 1.12.2, a version of Minecraft that despite it's age still has a lot to offer in terms of making a unique gameplay experience.

Add Monster Spawner changes from 1.18 Experimental Snapshot 2

Mob spawners that spawn mobs that would normally require light level 0 with this mod (e.g skeletons, zombies, cave spiders, creepers, spiders) would be able to spawn those mobs at light level 11 and below to make mob spawners much more of a challenge.

Feature Description

Monster spawners found in structures throughout the world should be able to spawn mobs at a higher light level than 0. As I've found that with this mod, spawners are way too easy to disable as any light at all will stop them from functioning, making them even easier to disable than in vanilla.

To be consistent with 1.18 experimental snapshot 2 mobs spawners should be able to spawn mobs at light level 11 or below to make them much more of an interesting challenge. If this is too hard for some then this could be provided as a config option instead.

Context and Inspiration

This feature was taken/ inspired by the 1.18 experimental snapshots which implemented this change to make mob spawners harder and not too easy as a result of the change to light level 0 for mobs spawning.

I was inspired to suggest this idea, as when encountering mob spawners in my Forge 1.16 modpack with this mod installed, they were just way too easy to disable as they seemed to adhere to the light level 0 rule implemented by this mod which I don't think should be the case. (As mob spawners are an exception to this rule in the 1.18 experimental snapshots)

Does This Add New Behavior or Change Current Features?

It changes mob spawners to allow them to spawn hostile mobs at light level 11 and below for consistency with 1.18 experimental snapshot 2. This could also be configurable if desired.

Have you already discussed the feature using the discussion feature?

No, as the links to those pages don't lead anywhere.

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