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GD656LightCore

Install this mod with TACZ: every shot lights up surroundings with realistic world light; explosions and rocket trails also cast area light. Fully client-side, though in multiplayer, other players' muzzle flashes require server sync.

Modrinth decoration utility

Описание

# Overview GD656LightCore is a client-side Minecraft mod that adds dynamic lighting to TACZ firearms — providing real-time muzzle flash, bullet trail, bullet impact, and explosion lighting effects with high configurability. Last updated: **July 18, 2026**. Some features may not be fully documented or are subject to change. ## Compatibility - **TACZ (Timeless and Classics Zero) 1.1.7-hotfix or later is required**; - Soft compatibility with Explosive Enhancement — detects its explosion particles for additional lighting effects; - Currently supports Minecraft 1.20.1 Forge only. ## Server Installation This mod is split into client-side and server-side functionality. The vast majority of features work with only a client installation. **Features that work without server installation:** | Feature | Notes | |------|------| | Own muzzle flash lighting | Listens to client-side `GunFireEvent`, processed locally | | Bullet trail lighting | Iterates over `EntityKineticBullet` entities in client rendering | | Bullet impact lighting | Mixin-injected into client `LevelRenderer.addParticle`, detects bullet hole particles | | Explosion lighting | Mixin-injected into client `LevelRenderer.levelEvent` / particle events, covers vanilla, TACZ, and Explosive Enhancement explosions | | Config & command system | `/gd656lightcore` client commands, pure client-side configuration | **Feature that requires server installation:** | Feature | Notes | |------|------| | Other players' muzzle flash lighting | Server broadcasts muzzle position and gun ID via `MuzzleFlashSyncPacket` to nearby clients | In short: single-player or standalone use is fully unaffected. In multiplayer, only other players' muzzle flash lighting is missing without the server mod — bullet trails, impact lights, and explosion lights all render normally. Server sync data is minimal (only coordinates and gun ID), with negligible server load. ## Configuration & Commands All parameters can be adjusted via the Forge mod config screen, or through in-game client commands: ``` /gd656lightcore config list List all config entries with current values /gd656lightcore config edit Modify a config entry /gd656lightcore config reset Reset all settings to defaults /gd656lightcore config reset Reset a specific setting to default ``` The alias `/gdlc` works identically. All changes take effect immediately and are saved automatically. ## Notes - All visual effects are client-side rendered and do not affect server stability; - This mod is in early development (0.x); features may continue to evolve; - Portions of the code were assisted by AI technology; - Licensed under the MIT License. --- # Features ## Muzzle Flash Lighting When a player fires, a transient light source is generated at the muzzle position, with brightness randomly chosen between the configured minimum and maximum. - Per-weapon-type duration scaling: sniper/DMR default 3×, heavy/RPG default 7×; - Single-shot weapons (semi-auto only) always use maximum brightness (level 15); - Automatic weapon type detection via gun ID path keywords (e.g., `sniper`, `rpg`, `heavy`); - Default muzzle flash duration 40ms (adjustable 1–200ms); - Per-block deduplication prevents stacking from rapid repeated flashes. ## Bullet Trail Lighting Dynamic lights are placed along bullet trajectories during flight, simulating tracer or friction glow effects. - **7 weapon categories with independent settings**: rifle, shotgun, SMG, heavy, MG, pistol, sniper, plus a fallback default — each brightness adjustable 0–15; - Trail sampling at ~0.4 block intervals, up to 24 samples per bullet, ensuring continuous trail lighting for long-range shots; - A 2-block exclusion zone around the muzzle avoids overlap with muzzle flash lighting; - Trail lights default to 80ms duration, decaying naturally. ## Bullet Impact Lighting Bullet hole particles generated on block impact trigger a single flash of light. - Reads the gun ID from TACZ bullet hole particles to match the appropriate brightness config; - Single-shot weapons automatically use max brightness 15, sharing the forced-light logic with muzzle flash. ## Explosion Lighting A spherical area of dynamic light is generated around explosion centers, with intensity fading by distance. - Covers vanilla explosions (TNT, Creepers, etc.), TACZ weapon explosions, and Explosive Enhancement particle effects; - Explosion radius ~4.5 blocks, intensity fades from level 15 outward, edges below level 2 are trimmed; - Independent toggle and duration config (default 0.3s, max 60s); - Frame-split processing: up to 3 pending explosions processed per frame, max 96 queued, preventing lag spikes from mass explosions. ## Performance Controls - **Max simultaneous lights**: adjustable 64–65536 (default 4096); when exceeded, higher-brightness lights are kept while lower-brightness ones are trimmed; - Independent toggles for each light type, allowing you to disable unused effects; - Dimension switch automatically clears light data to prevent cross-dimension lighting artifacts.