Posted July 1, 20223 yr Previously, in 1.12.2, we use to have WorldProvider.generateLightBrightnessTable(), but things have changed with WorldGen a lot since then! How do I go about controlling the lightness in a world or biome in 1.18.2? Edit 1: Changing has_skylight to false in the DimensionType Json gave okay results. Perhaps a custom Dimension Type class will solve this? EDIT 2 SOLUTION: See my answer below; TLDR DimensionType.fillBrightnessRamp() & DimensionType.brightnessRamp access modifier. Edited July 1, 20223 yr by NamelessDev New info
July 1, 20223 yr It still exists it just moved. It is in DimensionSpecialEffects. I have never used it myself, but the navigation is something like. ClientLevel level = ...; DimensionSpecialEffects dse = DimensionSpecialEffects.forType(level.dimensionType()); dse.forceBrightLightmap(); Boilerplate: If you don't post your logs/debug.log we can't help you. For curseforge you need to enable the forge debug.log in its minecraft settings. You should also post your crash report if you have one. If there is no error in the log file and you don't have a crash report then post the launcher_log.txt from the minecraft folder. Again for curseforge this will be in your curseforge/minecraft/Install Large files should be posted to a file sharing site like https://gist.github.com You should also read the support forum sticky post.
July 1, 20223 yr Each dimension type is meant to represent a new dimension. Boilerplate: If you don't post your logs/debug.log we can't help you. For curseforge you need to enable the forge debug.log in its minecraft settings. You should also post your crash report if you have one. If there is no error in the log file and you don't have a crash report then post the launcher_log.txt from the minecraft folder. Again for curseforge this will be in your curseforge/minecraft/Install Large files should be posted to a file sharing site like https://gist.github.com You should also read the support forum sticky post.
July 1, 20223 yr Sorry, the code I posted is the getter. There isn't a setter, so you would have to use an access transformer to modify the private field. Boilerplate: If you don't post your logs/debug.log we can't help you. For curseforge you need to enable the forge debug.log in its minecraft settings. You should also post your crash report if you have one. If there is no error in the log file and you don't have a crash report then post the launcher_log.txt from the minecraft folder. Again for curseforge this will be in your curseforge/minecraft/Install Large files should be posted to a file sharing site like https://gist.github.com You should also read the support forum sticky post.
July 1, 20223 yr Author 3 hours ago, warjort said: It still exists it just moved. It is in DimensionSpecialEffects. I have never used it myself, but the navigation is something like. ClientLevel level = ...; DimensionSpecialEffects dse = DimensionSpecialEffects.forType(level.dimensionType()); dse.forceBrightLightmap(); Hey Warjort, thanks for the answer but this field is simply a boolean. For clarity, below was the code from the past that actually let me give the lightness of the dimension a value. @Override protected void generateLightBrightnessTable() { float f = 0F; for (int i = 0; i <= 15; i++) { float f1 = 1F - i / 15F; float temp = (((1F - f1) / (f1 * 3F + 1F) * (1F - f) + f) / 5f) + 0.01f; lightBrightnessTable[i] = temp; } } Edited July 1, 20223 yr by NamelessDev
July 1, 20223 yr Author Solved. Using an access modifer to change what is clearly the original function: DimensionType private static float[] fillBrightnessRamp(float pLight) { float[] afloat = new float[16]; for(int i = 0; i <= 15; ++i) { float f = (float)i / 15.0F; float f1 = f / (4.0F - 3.0F * f); afloat = Mth.lerp(pLight, f1, 1.0F); } return afloat; }
July 1, 20223 yr Sorry, you mentioned "skylight=false". So I assumed you were looking for the flags that control the the always bright nether and no daytime end. Boilerplate: If you don't post your logs/debug.log we can't help you. For curseforge you need to enable the forge debug.log in its minecraft settings. You should also post your crash report if you have one. If there is no error in the log file and you don't have a crash report then post the launcher_log.txt from the minecraft folder. Again for curseforge this will be in your curseforge/minecraft/Install Large files should be posted to a file sharing site like https://gist.github.com You should also read the support forum sticky post.
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