FFMobSunBurnAngle

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FFMobSunBurnAngle

By FyxeOwner

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A mod that changes mob burning / spawning to be dependant on the sun angle. Has optional config to work through transparent blocks.

Mod Loaders
Minecraft
26.3 26.2

About

Description

FFMobSunBurnAngle

A simple mod that changes how sunlight-sensitive mobs burn and (optionally) where monsters can spawn. Made for use with non-traditional type world generation (e.g. floating islands / tall cliffs / overhangs) and with performance in mind.

A mob burning through glass when the sun is low.

Features

  • Directional sun burning – raycast toward the sun instead of a vertical sky check. Distance is configurable, ensure its near your simulation distance.
  • Day-length compatible – uses the dimension’s celestial angle to work with season / better days mods
  • Spawn prevention – (can disable) monsters cannot spawn with clear LOS to the sun. Used to prevent spawning in and immediately burning.
  • Transparent blocks – optional pass-through for glass and non-occluding blocks
    • Includes blacklist to prevent certain blocks (by default, leaves and mangroove roots) from being called "transparent"
  • Mob filter – whitelist / blacklist / all modes for both burning and spawn checks
  • Performance-oriented – staggered checks, shared sun-vector cache, per-mob decision cache
  • Debug rays – optional client-side visualization

NOTES

  • Mods don't catch on fire, or get put out, immediately. This is for performance, but also to try to mirror how vanilla causes mob burning.

What's with the FF prefix?

It stands for Fyxe's Features! Its a clean way to easily find all of my mods when changing configs or creating packs. Mods that are a part of the "FF" system are usually smaller and unintrusive.

Feedback

If you have any ideas for improvements, questions, or concerns, I am open to communicating through email: [email protected]

FFMobSunBurnAngle

A simple mod that changes how sunlight-sensitive mobs burn and (optionally) where monsters can spawn. Made for use with non-traditional type world generation (e.g. floating islands / tall cliffs / overhangs) and with performance in mind.

A mob burning through glass when the sun is low.

Features

  • Directional sun burning – raycast toward the sun instead of a vertical sky check. Distance is configurable, ensure its near your simulation distance.
  • Day-length compatible – uses the dimension’s celestial angle to work with season / better days mods
  • Spawn prevention – (can disable) monsters cannot spawn with clear LOS to the sun. Used to prevent spawning in and immediately burning.
  • Transparent blocks – optional pass-through for glass and non-occluding blocks
    • Includes blacklist to prevent certain blocks (by default, leaves and mangroove roots) from being called "transparent"
    • Mob filter – whitelist / blacklist / all modes for both burning and spawn checks
    • Performance-oriented – staggered checks, shared sun-vector cache, per-mob decision cache
    • Debug rays – optional client-side visualization

NOTES

  • Mods don't catch on fire, or get put out, immediately. This is for performance, but also to try to mirror how vanilla causes mob burning.

What's with the FF prefix?

It stands for Fyxe's Features! Its a clean way to easily find all of my mods when changing configs or creating packs. Mods that are a part of the "FF" system are usually smaller and unintrusive.

Feedback

If you have any ideas for improvements, questions, or concerns, I am open to communicating through email: [email protected]