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Showing content with the highest reputation on 10/03/19 in Posts

  1. No. Capabilities exist. Also good job linking someone using 1.14.4 to the 1.9.4 documentation.
  2. 1 point
    So I gave what I said a try and after quite a bit of tweaking the solution has worked out very well for me. Managed to increase the brightness by modifying the constants used to calculate the lightBrightnessTable. I feared forcefully updating the instance of the Dimension in the World instance for the client would screw something up but the world performs without any errors/bugs (at least from what I am aware of). Naturally now tweaking the gamma has allowed me to get the pitch blackness I was looking for while also being able to brighten up light-emitting objects so that they don't need to be used extensively. Some added bonuses from this solution is a light flickering effect. I suppose at some point it was implemented into the torches and other light-emitting objects however barely noticeable. Because the contrast between the light and pitch blackness is so large, these minor flickering effects are far more apparent however not so much to where they are annoying; so I just found that to be a neat little effect. I'm glad I was able to achieve this effect with such a simple solution. Thank you.
  3. The server loads the folder data/modid/... as of 1.13. And since your blueprint isnt an asset its data it should be there anyways.
  4. Try to do it only when World#isRemote is false.
  5. 1 point
    Not sure if that's what you're talking about, but you probably want to override generateLightBrightnessTable in Dimension By overriding this, you can make the whole world very dark even in day and glowing blocks won't have changed radius of glowing.

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