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Options
Everything has sensible defaults. Client options live in the in-game config screen, the config file, and Sodium's Video Settings.
| Option | Default | What it does |
|---|---|---|
mode |
LAMB |
Rendering backend: LAMB, VEIL or OFF. A mode whose mod is absent lights nothing and says so on screen; your choice is kept, so installing the mod later just works. |
luminanceMultiplier |
1.0 | Overall brightness, up to 2.0. |
updateInterval |
0 | Milliseconds between updates of the light a build casts outward. 0 is every tick, smoothest; higher costs less. |
worldUpdateInterval |
0 | The same, for light cast back onto a build. |
showStatusOverlay |
on | Show a short message in the bottom-right when something needs attention (no backend installed, a backend missing, a feature that disabled itself). Click its x to dismiss. Everything shown also goes to the log. |
enableContraptionDynamicLight |
on | A Create contraption casts the light it carries. |
enableSubLevelDynamicLight |
on | A Sable sub-level casts the light it carries, including a carried beacon's beam. |
enableWorldToContraptionLambLight |
on | World light shines onto Create contraptions. Needs Create's Flywheel backend. |
enableWorldToSubLevelLambLight |
on | World light shines onto Sable sub-levels, dynamic sources and static blocks alike. |
enableWorldToFlywheelLight |
on | World light shines onto Flywheel-rendered blocks and entities. Needs Flywheel 1.0.6+, works without Create. |
enableWorldToStructureVeilLight |
on | VEIL mode only: world light shines onto contraptions and sub-levels. |
enableSubLevelOcclusion |
on | A sealed room inside a Sable sub-level holds its light in and keeps outside light out, in both directions. Needs Sable. |
| Option | Default | What it does |
|---|---|---|
enableColoredLight |
off | Every glowing block lights the world in its own colour, and overlapping lights blend. Turns itself off while a shaderpack is loaded. |
colorIntensity |
1.0 | How far a colour departs from white. Below 1 washes towards white, above 1 deepens, 0 leaves every light white. |
colorfulCandles |
on | Dyed candles glow the colour of their wax. Off gives every candle a warm flame. |
deriveColorFromTexture |
on | Blocks with no colour of their own take one from their texture. Off gives them a warm torch glow instead. |
animatedLightColors |
on | Let a resource pack give a block a colour that cycles. Off holds every such light at the average of its colours. |
More on how colours are chosen in How colours work.
Sable sub-levels are lit incorrectly whenever Iris is installed. These restore them, and are applied by a bundled "Contraption Lights Fixes" mod that ships inside Contraption Lights and appears as its own entry in the mod list. All three need Sable, Iris and Veil installed.
| Option | Default | What it does |
|---|---|---|
fixSubLevelShading |
on | Restore directional face shading, which otherwise looks flat and too bright. Follows the build as it tilts, with or without a shaderpack. |
fixSubLevelSkyLight |
on | Go dark in caves and underground instead of staying lit as if under open sky. |
fixSubLevelAmbientOcclusion |
on | Shade corners and recesses the way the shaderpack shades the world's, instead of washing them out and dimming glowing blocks. Only with a shaderpack loaded, and only for packs that handle ambient occlusion themselves. |
Shading and sky light take effect immediately; ambient occlusion applies to sections as they rebuild.
| Option | Default | What it does |
|---|---|---|
enableContraptionLightBlock |
off | Place real light blocks as a Create contraption moves. |
enableSubLevelLightBlock |
off | Place real light blocks as a Sable sub-level moves. |
enableSubLevelLightBlockOcclusion |
on | A light inside a sealed room on a Sable sub-level places no light block in the world outside. |
minLightBlockEmission |
1 | Only place a light block for sources at least this bright, to place fewer of them. |
lightBlockMergeTolerance |
1 | Lights next to each other share one light block when no spot ends up more than this many light levels darker. 0 shares only where nothing gets darker. |
maxLightBlockChangesPerTick |
0 | Most light blocks placed, changed or removed per tick in each dimension, the rest following on later ticks. 0 is no limit. |
Light blocks go into air and water, and are only ever removed by the mod that placed them. Players who also run the mod with coloured light on see them in their source's colour.
Light blocks and the client mod together. Where the server's light blocks and a player's own light overlap, the brighter one wins, so a build looks the same as with either alone. Light blocks move a whole block at a time, so on a fast build they can sit slightly off the player's smoothly moving light, and each step makes the client rebuild the chunk sections around it, which costs a little frame rate with many moving lights.