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1.21.1 Configuration
stefanomanca edited this page Oct 5, 2026
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Version: Minecraft 1.21.1 (NeoForge).
Beam Lights is configured through client configuration files and server game rules.
The client configuration file is split into logical sections:
-
enabled(boolean, default:true): Master switch for the mod. -
backend(string, default:"auto"): Lighting engine backend ("auto","lambdynamiclights","sodiumdynamiclights","noop").
-
maxMovesPerTick(integer, default:6): The maximum number of light source coordinate updates submitted to the graphics engine per tick across all active beams. -
snapToBlock(boolean, default:true): Snaps light positions to integer block centers. Strongly recommended to prevent sub-block position jitter that causes redundant section re-meshing. -
remoteUpdateInterval(integer, default:2): Interval in ticks between raycasts for other players and mobs. -
lodDistance(double, default:24.0): Distance in blocks beyond which remote emitters discard auxiliary side rays and render only their central ray. -
mergeSameSection(boolean, default:false): Merges light points located within the same 16x16x16 sub-chunk section.
-
ldlConeLight(boolean, default:false): Enables soft volumetric cone illumination along the beam. -
ldlConeLuminanceOffset(integer, default:-3): Relative luminance difference between the cone light and the central beam. -
coneMaxAngle(double, default:25.0): Maximum cone half-angle in degrees. -
coneMaxLength(double, default:16.0): Maximum longitudinal length of the cone in blocks. -
coneMinLength(double, default:3.0): Minimum ray length required before a cone is generated. -
coneMaxDistanceForCone(double, default:20.0): Hit distance threshold beyond which the cone fades out. -
coneEndFactor(double, default:0.5): Luminance multiplier at the base of the cone relative to the apex. -
coneEdgeSoftness(double, default:0.25): Softness fraction at the cone rim. -
openAreaPattern(enum, default:"CENTER_ONLY"): Ray pattern used when the beam is pointed into open outdoor space. -
openAreaHysteresis(double, default:2.0): Transition buffer around distance thresholds to prevent state oscillation. -
openAreaSky(boolean, default:true): Whether sky light exposure at the target counts as open outdoor space. -
openAreaSkyLight(integer, default:15): Minimum sky light level considered open sky. -
openAreaMinTicks(integer, default:10): Minimum duration (in ticks) to hold indoor or outdoor state. -
openAreaFadeTicks(integer, default:6): Duration of the fade transition when switching to outdoor mode.
-
rayPattern(enum, default:"TRIANGLE"): Default ray pattern used indoors (CENTER_ONLY,TRIANGLE,CROSS,RING,DOUBLE_RING,HORIZONTAL_FAN,VERTICAL_FAN,CUSTOM). -
sideSpread(double, default:0.55): Fractional spread of side rays relative to the beam's cone angle. -
midpointCount(integer, default:2): Intermediate points evaluated along the ray. -
minDistanceForMidpoints(double, default:4.0): Minimum distance required before intermediate points are spawned. -
sideLuminanceOffset(integer, default:-1): Brightness offset of side rays relative to the main beam.
-
moveHysteresis(double, default:1.5): Minimum movement distance (in blocks) required to reposition an auxiliary light point. -
centralHysteresis(double, default:0.75): Minimum movement distance for the central focal light point. -
glideMinTicks(integer, default:1): Minimum ticks used to interpolate light movement across blocks. -
fastTurnDegrees(double, default:90.0): Angular velocity (deg/s) that triggers the motion governor freeze. -
fastMoveSpeed(double, default:8.0): Linear velocity (blocks/s) that triggers the motion governor freeze.
Server settings are controlled through standard Minecraft game rules. You can change them in-game using /gamerule or the /beamlights shortcuts:
/gamerule beamlightsBlockSpawns <true|false>
When enabled, natural hostile monster spawning is blocked in any block space currently illuminated by an active beam frustum.
- Why it matters: Players can keep corridors and caves secure simply by aiming flashlights or setting up stationary work lamps without having to carpet the floor with torches.
/gamerule beamlightsAttractMobs <true|false>
When enabled, idle monsters and neutral mobs looking towards the illuminated spot will occasionally investigate the light source, walking toward the hit point.
- Why it matters: Adds immersion and tactical gameplay for horror modpacks and tactical exploration.
Beam Lights is released under the MIT license. Author: Stefano Manca.
Guides & Reference
- Getting Started
- Light Backends & Cone Light
- Ray Layouts & Patterns
- Performance & Motion
- Commands & Debugging
- Configuration
- Compatibility
Customization & Mod API
Version Overviews