Repository navigation
1.21.1 Ray Layouts
Version: Minecraft 1.21.1 (NeoForge).
Beam Lights calculates where light rays travel through the world. A beam can consist of a single focused central ray, or an arrangement of side rays that spread out across the cone to illuminate a broader field of view.
Ray patterns control how auxiliary side rays are arranged around the main look vector:
| Pattern | Rays | Description | Recommended Usage |
|---|---|---|---|
CENTER_ONLY |
1 | Single pencil-thin beam aimed exactly at the crosshair. | Long-range spotlights, high-performance setups. |
TRIANGLE |
4 | Central ray + 3 surrounding rays forming an equilateral triangle. | Standard flashlights (balanced illumination and performance). |
CROSS |
5 | Central ray + 4 rays (top, bottom, left, right). | Weapon-mounted lights, mining helmets. |
RING |
7 | Central ray + 6 rays arranged in a circular ring. | Hand lanterns, searchlights. |
DOUBLE_RING |
19 | Central ray + 6 inner ring rays + 12 outer ring rays. | High-end inspection lamps, cinematic screenshots. |
HORIZONTAL_FAN |
5 | Central ray + 4 rays fanning horizontally across the horizon. | Vehicle headlights, sweeping tunnels. |
VERTICAL_FAN |
5 | Central ray + 4 rays fanning vertically up and down. | Climbing shafts, inspecting ravines. |
CUSTOM |
User | Custom angle offsets defined in config or layout JSON. | Modpack-specific tools. |
Presets configure both the ray pattern, angular spread, and midpoint subdivisions with a single command:
/beamlights layout preset <name>
| Preset | Pattern | Side Spread | Description |
|---|---|---|---|
default |
TRIANGLE |
0.55 |
Balanced 3-ray pattern with moderate spread for standard flashlights. |
wide |
RING |
0.75 |
6-ray circular layout that covers an entire cavern room. |
performance |
CENTER_ONLY |
0.0 |
1 central ray only; minimal FPS impact on budget systems. |
cliff |
VERTICAL_FAN |
0.65 |
Vertical fan ideal for descending deep ravines or spelunking. |
floodlight |
DOUBLE_RING |
0.85 |
Expansive floodlight covering near and medium distances. |
A ray doesn't just light the terminal block it strikes; it can also illuminate the air along the way using midpoints:
-
Midpoints (
midpointCount): Number of intermediate light points placed along each ray between the player and the wall (default2). -
Minimum Distance for Midpoints (
minDistanceForMidpoints): Shorter rays (< 4 blocks) skip midpoints to prevent unnecessary light sources in tight spaces. -
Side Spread (
sideSpread): How far side rays deviate from the central axis, as a fraction of the beam's cone angle (0.1to1.0). -
Luminance Falloff (
sideLuminanceOffset): Side rays are typically set 1–2 light levels lower than the central focal point to produce a natural hotspot effect.
Beam Lights allows you to use different patterns depending on whether you are indoors or outdoors:
-
Indoor Pattern (
rayPattern): Used in caves and buildings (e.g.TRIANGLE). -
Outdoor Pattern (
openAreaPattern): Used when pointing into open skies or vast outdoor fields (default:CENTER_ONLY).
This setup gives you broad, atmospheric lighting while exploring dungeons and ruins, and automatically streamlines down to a single long-range beam when walking across open plains at night, keeping chunk rebuilds to an absolute minimum.
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