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1.21.1 Ray Layouts

stefanomanca edited this page Oct 5, 2026 · 1 revision

Ray Layouts & Patterns

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

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.

Layout Presets

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.

Side Rays & Midpoints

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 (default 2).
  • 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 (0.1 to 1.0).
  • Luminance Falloff (sideLuminanceOffset): Side rays are typically set 1–2 light levels lower than the central focal point to produce a natural hotspot effect.

Indoor vs Outdoor Patterns

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.

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