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1.21.1 Configuration

stefanomanca edited this page Oct 5, 2026 · 1 revision

Configuration

Version: Minecraft 1.21.1 (NeoForge).

Beam Lights is configured through client configuration files and server game rules.


Client Configuration: config/beamlights-client.toml

The client configuration file is split into logical sections:

1. [general]

  • enabled (boolean, default: true): Master switch for the mod.
  • backend (string, default: "auto"): Lighting engine backend ("auto", "lambdynamiclights", "sodiumdynamiclights", "noop").

2. [performance]

  • 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.

3. [cone] (LambDynamicLights only)

  • 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.

4. [layout]

  • 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.

5. [smoothing] & [motion]

  • 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 Configuration & Game Rules

Server settings are controlled through standard Minecraft game rules. You can change them in-game using /gamerule or the /beamlights shortcuts:

1. beamlightsBlockSpawns (default: true)

/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.

2. beamlightsAttractMobs (default: false)

/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.

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